Tobias Alexander Franke

Introducing Tob

Space Needle, Seattle, US

Space Needle, Seattle, US

Welcome to the home of Tob. My areas of interest and expertise include computer graphics in general, real-time global illumination and augmented reality. I work at Huawei as Principal Game Engine Architect.

This webpage features a portfolio of projects I’m working on, publications I have been involved in and a casually maintained log to keep it all together. If you have any questions or comments regarding my publications, source code or other things, feel free to contact me at:

 tobias.franke@siggraph.org
 D549 5396 A394 1799 2C11 DFB7 3830 CC36 3922 BC4F

Alternatively, you can reach me on Twitter:

 thefranke

You can leave a tip if my code or log was helpful.

  0xc38267f5C592277cD153c5FE81375f7eEd56A2C2
  19Xq6bXif7keevSNyc6deSw5cQm36QLzxm

@thefranke says

O3DE

@o3dengine

Join us at O3DECon - the official conference of the O3D Foundation whose mission is to build an open source, fully-featured, high-fidelity, realtime 3D engine for building games and simulations. Attend LIVE in LA or virtually, Oct 11-12. bit.ly/3hUSp4D #opensource #oss pic.twitter.com/v3axx9xsAR

Dan Piponi 𓏞

@sigfpe

I'm almost 55 and my dad still goes "Working in computer games? Don't you want to do something that uses your brain?"

Paul Debevec

@debfx

Happy to see our "Relightables" Volumetric Capture work at @GoogleAI featured by @twominutepapers , with a hint of a follow-up to come on how we've improved the relighting results with ML since 2019. twitter.com/twominutepaper…

VGA

@vga_tuni

Our latest conference proceedings paper on distributing spherical harmonics path tracing for real-time photorealistic rendering is available as a preprint webpages.tuni.fi/vga/publicatio…

#computingsciencesTAU #pathtracing pic.twitter.com/o8DZZyUQy1

danny o'dwyer

@dannyodwyer

GOOD MORNING, MORGAN

THE PREY DOCUMENTARY IS LIVE

youtube.com/watch?v=kXLxaK… pic.twitter.com/uArvBc807F

Daqi Lin

@DaqiLin

I'm excited to share our SIGGRAPH Asia 2021 paper Fast Volume Rendering with Spatiotemporal Reservoir Resampling (Volumetric ReSTIR). This a collaboration between Utah Graphics Lab @cem_yuksel and NVIDIA @_cwyman_. Project Webpage: dqlin.xyz/pubs/2021-sa-V… pic.twitter.com/7sTEqV6fHv

Shlomi Steinberg

@SteinbergShlomi

Physical Light-Matter Interaction in Hermite-Gauss Space
to be presented in SiggraphAsia.
ssteinberg.xyz/2021/07/31/phy…

This paper builds upon previous work to present practical, wave-optics light-matter interaction formulae. Another building block for physical light transport. pic.twitter.com/2gu66G1Bgy