This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...
@meuns.bsky.social
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...
A cool collection of monitor and sensor filter subpixel patterns geometrian.com/resources/su...
15.10.2025 17:56 โ ๐ 19 ๐ 7 ๐ฌ 1 ๐ 0The 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 ๐ 100 ๐ 29 ๐ฌ 4 ๐ 1The 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.
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 ๐ 94 ๐ 50 ๐ฌ 0 ๐ 2interesting imgui wrapper
github.com/Sven-vh/ImRe...
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: Iโm not affiliated with hello games just want to help boost openings
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 ๐ 278 ๐ 56 ๐ฌ 12 ๐ 3We 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 ๐ 10 ๐ 2 ๐ฌ 0 ๐ 0Cough
24.10.2025 20:30 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
16.10.2025 19:03 โ ๐ 22 ๐ 10 ๐ฌ 1 ๐ 0Are you using any kind of unit/whatever tests ?
02.10.2025 11:07 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Has 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?
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:
โข Shadow terminator
โข Shading normal
github.com/nvpro-sample...
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...
Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...
30.09.2025 08:08 โ ๐ 23 ๐ 3 ๐ฌ 0 ๐ 0DirectX 12 Agility SDK 1.618.1 shipped with support for tight alignment of resources. D3D12MA is ready for it - just grab the latest code from "master" branch, pair it with the latest Agility SDK and it will work automatically.
github.com/GPUOpen-Libr...
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....
30.09.2025 01:08 โ ๐ 81 ๐ 22 ๐ฌ 0 ๐ 1Jobs available with Microsoft graphics: devblogs.microsoft.com/directx/sigm...
30.09.2025 11:50 โ ๐ 7 ๐ 7 ๐ฌ 1 ๐ 0Looking for a new challenge? We are hiring for remote C++ dev roles in the UK:
www.linkedin.com/posts/colinr...
Developer art !
19.09.2025 18:36 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Maybe they could salvage more insights themselves about games they scrutinize using these tools... ^^
16.09.2025 19:00 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0A significant amount of tech tuber "game dev" hot takes could be disproved (or, less frequently - proven) with a single pix or renderdoc capture.
Following some basic frame profiler guides could dramatically improve content in this space.
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
03.09.2025 19:54 โ ๐ 47 ๐ 11 ๐ฌ 0 ๐ 0Frostbite resources lack good naming and I proposed the same solution for getting more informations from GPU hangs/crashes... ^^ Little world.
27.08.2025 06:19 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0This is great.
27.08.2025 06:07 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Finally snapped: made a Vulkan layer that auto-labels objects with a stack trace at creation time. Now the validation layer can just tell me what I forgot to release on vkDestroyDevice :)
27.08.2025 06:02 โ ๐ 19 ๐ 2 ๐ฌ 2 ๐ 0Another one that looks cool (and maybe more interesting to people that follow me!). Maybe not remote, but it's a pet friendly studio!
jobs.arrowheadgamestudios.com/jobs/6282206...
MegaLights slides were just posted online. There's a bunch of details in slide notes if you're curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space.
26.08.2025 17:10 โ ๐ 52 ๐ 13 ๐ฌ 3 ๐ 1