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:
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Alternatively, you can reach me on Twitter:


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


@thefranke says



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. #opensource #oss

Dan Piponi 𓏞


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


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.…



Our latest conference proceedings paper on distributing spherical harmonics path tracing for real-time photorealistic rendering is available as a preprint…

#computingsciencesTAU #pathtracing

danny o'dwyer




Daqi Lin


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:…

Shlomi Steinberg


Physical Light-Matter Interaction in Hermite-Gauss Space
to be presented in SiggraphAsia.…

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