Dario Seyb 🚲
Dario Seyb

Research Scientist

About Me

I am a software engineer interested in computer graphics, physically based rendering and real time graphics. Currently I am a research scientist at Meta Reality Labs.

I am particularly interested in global illumination techniques and alternative geometry representations.

Download CV
Interests
  • Computer Graphics
  • Geometry Representations
  • AR/VR/MR
Education
  • PhD Computer Graphics

    Dartmouth College

  • B.Sc. Computer Science

    RWTH Aachen University

Featured Publications
Recent Publications
(2024). From microfacets to participating media: A unified theory of light transport with stochastic geometry. ACM Transactions on Graphics (Proceedings of SIGGRAPH).
(2022). DIY hyperspectral imaging via polarization-induced spectral filters. 2022 IEEE International Conference on Computational Photography (ICCP).
(2022). A bidirectional formulation for Walk on Spheres. Computer Graphics Forum.
(2022). Grid-free Monte Carlo for PDEs with spatially varying coefficients. ACM Transactions on Graphics (Proceedings of SIGGRAPH).
(2020). The design and evolution of the UberBake light baking system. ACM Transactions on Graphics (Proceedings of SIGGRAPH).
Recent News

Unity ScriptedImporters and the Timeline API

Overview Unity’s editor scripting is part of what makes the engine so attractive. Writing tools that directly interact with the rest of your game code is powerful and can make a large difference in the productivity of teams of all sizes.

Bending Line Segments into Circles

What we end up with End result The Problem Lets say you have a character and you want to make them bend over and touch their toes. You could do that via an animation but that might not be flexible enough for you particular usecase.

Specter's Lighting Explained

Why 2D lighting? The lighting system is one of Specter’s main features. It allows us to add a lot of atmosphere to a level and make art reuse less obvious. Also, it looks pretty.

Specter's Rendering Pipeline

  1. Particle Rendering All particles are rendered in additive blending mode. This allows for nice fire effects, which is the main application of particle systems in Specter. Effects like smoke or dust are hard to achieve this way, but until now we haven’t had need for them.