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 !

673 Followers  |  1,055 Following  |  213 Posts  |  Joined: 20.10.2024  |  1.9386

Latest posts by meuns.bsky.social on Bluesky

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‘ 41    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‘ 19    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‘ 100    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‘ 94    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‘ 278    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‘ 10    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‘ 1    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‘ 12    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‘ 84    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‘ 166    ๐Ÿ” 55    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 4
RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
YouTube video by SIGGRAPH Advances in Real-Time Rendering RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)

Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...

30.09.2025 08:08 โ€” ๐Ÿ‘ 23    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator: Easy to integrate memory allocation library for Direct3D 12 Easy to integrate memory allocation library for Direct3D 12 - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator

DirectX 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...

30.09.2025 09:53 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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#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€” ๐Ÿ‘ 81    ๐Ÿ” 22    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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The Silicon, Graphics, Media and AI (SiGMA) team is hiring! - DirectX Developer Blog Do you want to be a part of the Silicon, Graphics, Media and AI (SiGMA) platform team? We are hiring for multiple positions โ€“ if youโ€™re interested in knowing more about opportunities in SiGMA, please ...

Jobs available with Microsoft graphics: devblogs.microsoft.com/directx/sigm...

30.09.2025 11:50 โ€” ๐Ÿ‘ 7    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Intermediate C++ Programmer | Notion | Colin Riley There is still time to apply for our C++ Developer role at JECO! UK based, fully remote. You will be primarily working on our apps, including automated optimization toolchains for Unreal Engine. We'r...

Looking for a new challenge? We are hiring for remote C++ dev roles in the UK:
www.linkedin.com/posts/colinr...

30.09.2025 16:59 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Developer art !

19.09.2025 18:36 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Maybe they could salvage more insights themselves about games they scrutinize using these tools... ^^

16.09.2025 19:00 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

A 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.

16.09.2025 17:45 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar

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€” ๐Ÿ‘ 47    ๐Ÿ” 11    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Frostbite 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€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

This is great.

27.08.2025 06:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Finally 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€” ๐Ÿ‘ 19    ๐Ÿ” 2    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Senior Engine Programmer - Arrowhead Game Studios We are now looking for a Senior Engine Programmer. If youโ€™re looking to make the best co-op games in the world, youโ€™ve come to the right place. We're proud to have some of the best game makers ...

Another 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...

26.08.2025 16:47 โ€” ๐Ÿ‘ 8    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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€” ๐Ÿ‘ 52    ๐Ÿ” 13    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 1

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