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David Sena

@biovf.bsky.social

Graphics Technical Director @NMGames. Arm Ambassador & Demoscener(biovf/Architect^Singularity). Previously Sr. Graphics Eng at Samsung R&D

910 Followers  |  351 Following  |  14 Posts  |  Joined: 12.11.2023  |  2.2092

Latest posts by biovf.bsky.social on Bluesky

The Road to 60 fps in The Witcher 4 Unreal Engine 5 Tech Demo | Unreal Fest Orlando 2025
YouTube video by Unreal Engine The Road to 60 fps in The Witcher 4 Unreal Engine 5 Tech Demo | Unreal Fest Orlando 2025

We just published "The Road to 60 fps in The Witcher 4 UE5 Tech Demo", where you can see how we got 300+ moving characters and 100k+ fully modeled trees and scrubs running at 60fps on a base PS5.
www.youtube.com/watch?v=ji0H...

31.10.2025 13:54 β€” πŸ‘ 21    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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We've made the content and project files for our new Bonsai demo freely available, so you can run it yourself.

Download the project, a developer guide, and even a binary executable of the demo here: developer.nvidia.com/game-engines...

21.10.2025 18:56 β€” πŸ‘ 11    πŸ” 3    πŸ’¬ 0    πŸ“Œ 1

Brilliant πŸ‘

06.10.2025 08:12 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Wow !

05.10.2025 07:39 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

TIL...where was this all my life πŸ˜…

02.10.2025 15:39 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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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 β€” πŸ‘ 165    πŸ” 55    πŸ’¬ 1    πŸ“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)

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: youtu.be/2K-rwy4aMmU?...

30.09.2025 01:57 β€” πŸ‘ 30    πŸ” 11    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...

29.09.2025 13:30 β€” πŸ‘ 50    πŸ” 22    πŸ’¬ 0    πŸ“Œ 0
SIGGRAPH 2025 Links

SIGGRAPH 2025 links: blog.selfshadow.com/2025/08/15/s.... I'll be adding more soon. Let me know if I'm missing anything.

16.08.2025 16:16 β€” πŸ‘ 37    πŸ” 19    πŸ’¬ 1    πŸ“Œ 0
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Does C compile faster than C++? | Sebastian SchΓΆner I recently found myself wondering whether it is faster to compile C than C++. On some level, the answer to this is an obvious β€œyes”: You can’t accidentally summon cthulhu SFINAE-thulhu in your C code,...

Toying around with C vs. C++ compile times: blog.s-schoener.com/2025-08-13-c...

13.08.2025 10:27 β€” πŸ‘ 17    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0
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Graphics Programming weekly - Issue 400 - July 20th, 2025 www.jendrikillner.com/post/graphic...

22.07.2025 15:37 β€” πŸ‘ 58    πŸ” 19    πŸ’¬ 0    πŸ“Œ 0
The Future of Analytical Materials in a Neural World
YouTube video by High-Performance Graphics The Future of Analytical Materials in a Neural World

Amazing talk about Neural Materials. Lots of insight - from why layered materials are important to an overview of current neural solutions and their tradeoffs: youtu.be/xUnXPNFWJUY?...

15.07.2025 12:29 β€” πŸ‘ 30    πŸ” 9    πŸ’¬ 0    πŸ“Œ 1

#AMD #Instinct #MI300 Instruction Set Architecture Reference Guide:
www.amd.com/content/dam/...

09.07.2025 09:51 β€” πŸ‘ 6    πŸ” 7    πŸ’¬ 2    πŸ“Œ 0
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Graphics Programming weekly - Issue 398 - July 6th, 2025 www.jendrikillner.com/post/graphic...

07.07.2025 13:24 β€” πŸ‘ 63    πŸ” 16    πŸ’¬ 0    πŸ“Œ 0
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a man sitting in a chair with the words i 'm feeling old right now below him ALT: a man sitting in a chair with the words i 'm feeling old right now below him
20.06.2025 11:18 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming weekly - Issue 394 - June 9th, 2025 www.jendrikillner.com/post/graphic...

10.06.2025 13:43 β€” πŸ‘ 69    πŸ” 28    πŸ’¬ 1    πŸ“Œ 0
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Real-Time Markov Chain Path Guiding for Global Illumination and Single Scattering - LALBER.ORG We present a lightweight and unbiased path guiding algorithm tailored for real-time applications with highly dynamic content. The algorithm demonstrates effectiveness in guiding both direct and indire...

Thanks for your interest! We have published the paper and code in the meantime. You can find everything on our project page www.lalber.org/markov-chain...

30.04.2025 14:01 β€” πŸ‘ 34    πŸ” 7    πŸ’¬ 0    πŸ“Œ 2
GDC 2025 | Scale Up Ray Tracing in Games With RTX Mega Geometry - Full Session Replay
YouTube video by NVIDIA Game Developer GDC 2025 | Scale Up Ray Tracing in Games With RTX Mega Geometry - Full Session Replay

Our #GDC25 talk on RTX Mega Geometry and how it was used in UE5 and Alan Wake 2 is now available on YouTube: www.youtube.com/watch?v=Kblm...

30.04.2025 21:06 β€” πŸ‘ 41    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0

Awesome work!
Thank you for the thread πŸ™‚

25.04.2025 21:03 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Monte Carlo has many uses, but path tracing is one of my favorites. Part four (thenumb.at/Rendering/) explores how Monte Carlo integration is used to simulate light transport.

19.04.2025 19:39 β€” πŸ‘ 41    πŸ” 6    πŸ’¬ 2    πŸ“Œ 1

Monte Carlo methods require randomly sampling complicated domains, which can be difficult in of itself.
Part three (thenumb.at/Sampling/) discusses how to create samplers using rejection, inversion, and changes of coordinates.

12.04.2025 19:36 β€” πŸ‘ 70    πŸ” 12    πŸ’¬ 3    πŸ“Œ 3
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Graphics Programming weekly - Issue 388 - April 20th, 2025 www.jendrikillner.com/post/graphic...

22.04.2025 13:33 β€” πŸ‘ 67    πŸ” 22    πŸ’¬ 0    πŸ“Œ 0

"Use what engine you like to use. It's all about how you use it and what you make with it."

Added a bit that I've spent years telling folks to focus on more than spending time in forums arguing about bullshit features and useless comparisons

20.04.2025 13:59 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Hopefully an interesting overview of what's going on inside your (admittedly quite x86like) CPU. More in depth than my Computerphile videos anyway :)

16.04.2025 19:23 β€” πŸ‘ 97    πŸ” 16    πŸ’¬ 3    πŸ“Œ 0

#Intel released the 87th edition of the Software Developer’s Manuals with #GraniteRapids, #SierraForest and #LunarLake:

The universal 128/256/512b #AVX10 is canonized!
Fragmentation madness is over

All-in-One:
cdrdv2-public.intel.com/851038/32546...
Changes:
cdrdv2-public.intel.com/851055/25204...

01.04.2025 07:49 β€” πŸ‘ 7    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Lambert model (left), the classic β€œqualitative” Oren–Nayar QON model (center), and our new EON model (right), all at maximal roughness and the same single-scattering albedo color. The top and bottom rows show front and side-lit cases respectively. The EON model compensates for the energy loss of the QON model, producing similar brightness to the Lambert model combined with the characteristic β€œflattening” and enhanced backscattering of the Oren–Nayar model.

Lambert model (left), the classic β€œqualitative” Oren–Nayar QON model (center), and our new EON model (right), all at maximal roughness and the same single-scattering albedo color. The top and bottom rows show front and side-lit cases respectively. The EON model compensates for the energy loss of the QON model, producing similar brightness to the Lambert model combined with the characteristic β€œflattening” and enhanced backscattering of the Oren–Nayar model.

EON: A practical energy-preserving rough diffuse BRDF; by Portsmouth, Kutz, and Hill. www.jcgt.org/published/00...

31.03.2025 20:37 β€” πŸ‘ 63    πŸ” 22    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...

03.03.2025 15:18 β€” πŸ‘ 87    πŸ” 24    πŸ’¬ 0    πŸ“Œ 1

I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out!

www.ludicon.com/castano/blog...

20.02.2025 10:03 β€” πŸ‘ 52    πŸ” 18    πŸ’¬ 1    πŸ“Œ 0
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Graphics Programming weekly - Issue 379 - February 16th, 2025 www.jendrikillner.com/post/graphic...

17.02.2025 14:27 β€” πŸ‘ 69    πŸ” 24    πŸ’¬ 0    πŸ“Œ 0
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Bindless renderingβ€Šβ€”β€Švalidation With a bindless rendering pipeline in place as covered in the previous blogs bindless setup and templated bindless, we are now faced with…

I've updated links in all of the bindless series post, as well as included a small segment on "we've got bindless resource bounds checking at home!" Buffer bounds checking specifcally was super worth it, as this surfaced quite a few unnoticed bugs.
blog.traverseresearch.nl/bindless-ren...

17.02.2025 10:05 β€” πŸ‘ 19    πŸ” 2    πŸ’¬ 0    πŸ“Œ 1

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