In this episode I receive Olivier Therrien, a senior rendering programmer working in applied research. He is also know for his screen-space technique to simulate indirect lighting in real-time application, known as a SSRT. Before working at his current position, he worked in company for the likes of Ubisoft, Frima and many others. He touched into a lot of field of rendering during career, notably working on ray-tracing and real-time pipeline.


We discussed 3D, rendering, offline and online rendering, ray-tracing, SSRT and game engines.

Show notes:

The SSRT algorithms:

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