Sylvain Meunier 's Avatar

Sylvain Meunier

@meuns.bsky.social

Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !

685 Followers  |  1,058 Following  |  221 Posts  |  Joined: 20.10.2024  |  2.0053

Latest posts by meuns.bsky.social on Bluesky


Or integrate your tool... ;)

16.01.2026 21:09 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Engines should always provide hot reloading for code and ata for iterating quicker. ^^

16.01.2026 21:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...

12.01.2026 22:48 โ€” ๐Ÿ‘ 26    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Gradientspace Graph Beta โ€” gradientspace I have released an initial version of Gradientspace Graph (GSGraph), a new C#-based NodeGraph Programming environment that also supports inline text-coding in C# and Python (and LLM-based CodeNode gen...

Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...

13.01.2026 19:36 โ€” ๐Ÿ‘ 62    ๐Ÿ” 17    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 2

A bit a salt makes food better!

09.01.2026 18:55 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
(Ab)using Shader Execution Reordering - Dieter's Blog Notes on creative usage of shader execution reordering

New blog post is finally up: (Ab)using Shader Execution Reordering.

A bit of outside the box usage of SER (for better or worse).

debaetsd.github.io/posts/ser/

08.01.2026 18:59 โ€” ๐Ÿ‘ 34    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Is there any agentic 3d engine being developed? I'm curious to see what current agents know about graphics API and rendering in general.

09.01.2026 09:04 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Is this inspired by Tiny Glade ?

09.01.2026 06:56 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I'm so sad ! The post was deleted before I can enjoy it... Nooooo.

09.01.2026 06:09 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Some procedural shapes I made in Unity and Desmos while writing my book "Shaders & Procedural Shapes." Should I add more?

The link in case you're interested โœจ jettelly.com/store/visual...

#indiedev #gamedev #unity3d

22.12.2025 13:23 โ€” ๐Ÿ‘ 173    ๐Ÿ” 18    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0
Screenshot of the blog post.

Screenshot of the blog post.

I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.

irradiance.ca/posts/micros...

20.12.2025 21:31 โ€” ๐Ÿ‘ 47    ๐Ÿ” 14    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It might remains used for 50 more years.

22.12.2025 19:49 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Hey @dachsjaeger.bsky.social - regarding the FG overlay advice, I can give some background here. I said most of this at a previous GDC Q&A, but the new release is obviously after my involvement so may have changed since.

At the time FSR3 FG was in dev, many overlays and apps were not expecting...

16.12.2025 08:35 โ€” ๐Ÿ‘ 28    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Providing sources and ensuring engines can integrate frame generation over their swap chain and frame pacing solutions is probably the most meaningful approach for maximizing quality and performances.

16.12.2025 10:23 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
๐Ÿ‡ meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1

08.12.2025 16:56 โ€” ๐Ÿ‘ 249    ๐Ÿ” 76    ๐Ÿ’ฌ 9    ๐Ÿ“Œ 1
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault Tom Clabault's website

This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...

25.11.2025 12:52 โ€” ๐Ÿ‘ 44    ๐Ÿ” 12    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Subpixel Zoo: A Catalog of Subpixel Geometry Display devices show color by illuminating small flat-color 'subpixels'โ€”typically red, green, blue. They can be arranged in many ways. This page intends to be an exhaustive gallery of all subpixelโ€ฆ

A cool collection of monitor and sensor filter subpixel patterns geometrian.com/resources/su...

15.10.2025 17:56 โ€” ๐Ÿ‘ 22    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...

23.11.2025 21:05 โ€” ๐Ÿ‘ 102    ๐Ÿ” 29    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1
Graphics Replicability Stamp Initiative

The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers.

More details in the 'Volunteering' section of the home page.

21.11.2025 12:16 โ€” ๐Ÿ‘ 16    ๐Ÿ” 11    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !

05.11.2025 20:00 โ€” ๐Ÿ‘ 95    ๐Ÿ” 50    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 2
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GitHub - Sven-vh/ImReflect: Reflection-based ImGui wrapper Reflection-based ImGui wrapper. Contribute to Sven-vh/ImReflect development by creating an account on GitHub.

interesting imgui wrapper
github.com/Sven-vh/ImRe...

01.11.2025 14:54 โ€” ๐Ÿ‘ 11    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Hi Engine/graphics friends.

There are a few position open at Hello games over in Guildford.

Jr - Graduate level (programmer)
hellogames.org/jobs/junior-...

Mid - Sr level (engine/graphics)
hellogames.org/jobs/graphic...

Note: Iโ€™m not affiliated with hello games just want to help boost openings

02.11.2025 18:12 โ€” ๐Ÿ‘ 23    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.

18.08.2025 19:30 โ€” ๐Ÿ‘ 280    ๐Ÿ” 56    ๐Ÿ’ฌ 12    ๐Ÿ“Œ 3
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We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!

18.10.2025 19:12 โ€” ๐Ÿ‘ 11    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Cough

24.10.2025 20:30 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Neokineogfx Returning Art to the Engineering of Technical GPU Generated Graphics

I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx

16.10.2025 19:03 โ€” ๐Ÿ‘ 22    ๐Ÿ” 10    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Are you using any kind of unit/whatever tests ?

02.10.2025 11:07 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?

02.10.2025 00:51 โ€” ๐Ÿ‘ 13    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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vk_raytracing_tutorial_KHR/raytrace_tutorial at v2 ยท nvpro-samples/vk_raytracing_tutorial_KHR Ray tracing examples and tutorials using VK_KHR_ray_tracing - nvpro-samples/vk_raytracing_tutorial_KHR

The 16_ray_query tutorial is out!

Learn Monte Carlo path tracing with Vulkan's ray query extension in compute shaders, an alternative to traditional RT pipelines.

Bonus sections:
โ€ข Shadow terminator
โ€ข Shading normal

github.com/nvpro-sample...

02.10.2025 07:37 โ€” ๐Ÿ‘ 81    ๐Ÿ” 9    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 1
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

30.09.2025 17:40 โ€” ๐Ÿ‘ 168    ๐Ÿ” 55    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 4

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