Publications & Talks
Anis Benyoub builds renderers: ray tracing, volumetric clouds and the water system in Unity's HDRP, GPU research at Intel, and Nyx at Genesis AI, where he leads graphics. Newest first.
Papers
Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Anis Benyoub, Jonathan Dupuy
SIGGRAPH 2025 Talks (Proceedings of SIGGRAPH Talks '25), ACM, 2025.
PaperDOICodeSupplemental video 1Supplemental video 2
Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors
Laurent Belcour*, Anis Benyoub* (* equal contribution)
High-Performance Graphics 2025, Symposium Papers, Eurographics Association, 2025. Third place, Wolfgang Straßer Best Paper Award, HPG 2025.
PaperDOICodeTalk recording
Concurrent Binary Trees for Large-Scale Game Components
Anis Benyoub, Jonathan Dupuy
Proceedings of the ACM on Computer Graphics and Interactive Techniques, Vol. 7, No. 3 (High-Performance Graphics 2024), 2024.
PaperDOICodeTalk recordingDemo video
Sampling Visible GGX Normals with Spherical Caps
Jonathan Dupuy, Anis Benyoub
Computer Graphics Forum, Vol. 42, No. 8 (High-Performance Graphics 2023), 2023. Second place, Wolfgang Straßer Best Paper Award, HPG 2023.
PaperDOICodeTalk recording-
A Practical Method for Automatic Camera Paths Generation in Scientific Visualization Storytelling
Anis Benyoub, Benoît Ozell
14th U.S. National Congress on Computational Mechanics (USACM 2017), Montréal, 2017.
Paper
Talks
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Advanced Graphics Summit: Cooperative Vectors and Neural Rendering
Shawn Hargreaves (Microsoft), Anis Benyoub (Intel), Joe Rozek (AMD), Alexey Panteleev (NVIDIA)
Game Developers Conference (GDC) 2025, Advanced Graphics Summit organized by Microsoft, San Francisco, March 17, 2025. Anis presented Intel's segment, "Cooperative Vectors for Neural Texture Compression", on hardware-accelerated neural block texture compression.
GDC VaultSlides (Microsoft deck; Intel section not included)Code -
Achieving Scalable Performances for Large Scale Components with CBTs
Anis Benyoub, Jonathan Dupuy
SIGGRAPH 2024, Advances in Real-Time Rendering in Games course, Part II, Denver, July 30, 2024.
SlidesCourse pageCode -
Ray Tracing with Unity's High Definition Render Pipeline
Pierre Yves Donzallaz, Anis Benyoub
NVIDIA and Unity webinar (online), January 27, 2021.
RecordingAnnouncementQ&A -
Leveraging Real-Time Ray Tracing to Build a Hybrid Game Engine
Anis Benyoub
SIGGRAPH 2019, Advances in Real-Time Rendering in Games course, Part I, Los Angeles, July 29, 2019.
SlidesCourse page -
Leveraging Ray Tracing Hardware Acceleration in Unity
Anis Benyoub
Digital Dragons 2019, Kraków, May 28, 2019.
RecordingSlidesBlog post
Articles
- The new Water System in Unity 2022 LTS and 2023.1
Adrien de Tocqueville, Rémi Chapelain, Val Grimm, Mathieu Muller, Sebastien Lachambre, Anis Benyoub
Unity Blog, June 28, 2023.
Article - Experience true Volumetric Clouds with HDRP & Unity 2021.2
Pierre Yves Donzallaz, Anis Benyoub
Unity Blog, November 5, 2021.
Article (archived copy; the original was removed from unity.com) - Harness the Ray Tracing capabilities of Unity's HDRP with NVIDIA
Pierre Yves Donzallaz, Anis Benyoub
Unity Blog, January 25, 2021.
Article - High Definition Render Pipeline real-time ray tracing is now in Preview
Anis Benyoub
Unity Blog, March 6, 2020.
Article (archived copy; the original was removed from unity.com)
Software
Nyx (2026). Multi-pipeline renderer for robotics training and simulation, with a path tracer for high-fidelity output, a rasterization pipeline and hybrid rendering. Released as part of Genesis World 1.0 (May 2026). Wrote the first version and carried it to release; now developed by the graphics team I lead at Genesis AI.
CodePyPI: gs-nyxPyPI: gs-nyx-pluginGenesis World
TextureSetNeuralCompressionSample (2025). Intel sample for hardware-accelerated neural block texture compression with cooperative vectors (HPG 2025, GDC 2025).
Code
Unity High Definition Render Pipeline (HDRP) (2018–2023). Unity's high-end render pipeline for PC and consoles. One of the main contributors (2018–2023): real-time ray tracing (reflections, global illumination, shadows, subsurface scattering, recursive rendering, path tracing) and the hybrid raster/ray tracing pipeline, volumetric clouds, water system, screen-space global illumination, fabric and eye shaders, MSAA.
CodeDocumentation
3ds Max, Stingray and Autodesk LIVE (2015–2017). Three Autodesk codebases I worked on as a software engineer: 3ds Max, Autodesk LIVE, and the Stingray game engine (formerly Bitsquid, 2016–2017). Computational geometry, data pipelines and rendering algorithms, data compilation systems, procedural content generation, VR features and Android/iOS platform support.