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Alex Tardif

@longbool.bsky.social

Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB Blog: https://alextardif.com/eden.html

219 Followers  |  228 Following  |  30 Posts  |  Joined: 06.07.2025  |  1.711

Latest posts by longbool.bsky.social on Bluesky

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Something new on the Horizon!

05.02.2026 17:40 โ€” ๐Ÿ‘ 15    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Now actually taking advantage of that delta tracking! There were in fact more bugs.

Any closer to the screen and it makes my GPU sing to me๐Ÿ˜†Gonna work on that next

02.02.2026 03:17 โ€” ๐Ÿ‘ 20    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Nanite Tessellation Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...

I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...

02.02.2026 02:40 โ€” ๐Ÿ‘ 155    ๐Ÿ” 50    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

You know what else I struggled with? Some silent update that reset my display profile to the manufacturer's instead of sRGB at a critical juncture in my understanding. Ohhhhh my god lmao

28.01.2026 03:03 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Image of a mediocre path tracer

Image of a mediocre path tracer

Enjoying going through "Physically Based Rendering", implemented with DXR.

The chairs here are participating media using delta tracking, which I hope is finally correct๐Ÿ˜†

I'll share the header for it soon + my notes, I struggled with terminology for a while.

28.01.2026 03:01 โ€” ๐Ÿ‘ 28    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

the engine we use & the games we're making

12.01.2026 01:43 โ€” ๐Ÿ‘ 41    ๐Ÿ” 14    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Nanite Assemblies in USD: Part 1 - Scene Structure | Tutorial Part 1 of this 2-part series covers the details of how the Universal Scene Description (USD) format can be structured to author and import Nanite Assemb...

I wrote up a guide for authoring Nanite Assembly USD files in Unreal Engine 5.7. Part 1 covers the requisite structure of the USD scene.

dev.epicgames.com/community/le...

14.01.2026 22:53 โ€” ๐Ÿ‘ 25    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Zootopia 2 took hundreds of artists, TDs, and engineers to make; I was lucky enough to be a small part of it all! Here are some of my personal thoughts/notes from working on Zootopia 2, along with some pretty pictures.

blog.yiningkarlli.com/2025/12/zoot...

07.01.2026 09:23 โ€” ๐Ÿ‘ 40    ๐Ÿ” 10    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

03.01.2026 18:15 โ€” ๐Ÿ‘ 76    ๐Ÿ” 29    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
An Experimental Approach to printf in HLSL Bringing the best form of debugging to shaders!

"An Experimental Approach to printf in HLSL" from the one and only
www.abolishcrlf.org/2025/12/31/P...

31.12.2025 22:05 โ€” ๐Ÿ‘ 14    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Alex Tardif: Graphics Programmer

New post up!

Bindless Oriented Graphics Programming
alextardif.com/BindlessProg...

30.12.2025 21:45 โ€” ๐Ÿ‘ 66    ๐Ÿ” 18    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

For my holiday break project Iโ€™ve been sketching out an idea to help soften the on-ramp for beginners learning D3D12: a header file that (very lightly) wraps the D3D12 API and only exposes the latest/most-useful bits through straightforward function definitions with ImGui-style inline documentation.

29.12.2025 22:31 โ€” ๐Ÿ‘ 49    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
State of GPU Hardware (End of Year 2025)

I wrote a blog post describing state of GPU market and what does it mean for support of new GPU features
asawicki.info/articles/sta...
Thanks to @asawicki.info for letting me publish on his blog

29.12.2025 14:16 โ€” ๐Ÿ‘ 41    ๐Ÿ” 13    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
Warframe | Wake Up, Tenno (featuring Werner Herzog)
YouTube video by PlayWarframe Warframe | Wake Up, Tenno (featuring Werner Herzog)

Warframe, also cool :-) www.youtube.com/watch?v=v_BB...

12.12.2025 03:06 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    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
Soulframe | Preludes - Official Founders Showcase Trailer
YouTube video by Soulframe Soulframe | Preludes - Official Founders Showcase Trailer

Soulframe is cool :-)

26.11.2025 04:23 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    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
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo ๐Ÿ’ซ gboisse.github.io/posts/this-i...

05.11.2025 21:15 โ€” ๐Ÿ‘ 112    ๐Ÿ” 38    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w

11.11.2025 23:45 โ€” ๐Ÿ‘ 45    ๐Ÿ” 20    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

This is a goldmine, thank you!

12.11.2025 01:03 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I'm about to get into this too :-) Any favorite resources you recommend?

10.11.2025 01:45 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Game Architectures with Alex Evans and Anton Mikhailov
YouTube video by Wookash Podcast Game Architectures with Alex Evans and Anton Mikhailov

i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...

01.11.2025 19:06 โ€” ๐Ÿ‘ 47    ๐Ÿ” 18    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 2

Beat Silksong tonight :D

Team Cherry made my favorite game <3

09.11.2025 00:55 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them.

irradiance.ca/posts/

15.10.2025 18:51 โ€” ๐Ÿ‘ 38    ๐Ÿ” 16    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 2
A case for learning GPU programming with a compute-first mindset โ€“ Maister's Graphics Adventures

New blog post: Outlining an alternative path to learn graphics programming.

themaister.net/blog/2025/10...

05.10.2025 12:58 โ€” ๐Ÿ‘ 32    ๐Ÿ” 10    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Paged Out! Deeply technical zine. And it's free.

I recommend looking at new Paged Out issue #7 - a free magazine with lots of articles, one page each. This one includes my article "Modern 4K Intros on the Demoscene".
pagedout.institute

05.10.2025 16:30 โ€” ๐Ÿ‘ 6    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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‘ 24    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“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 โ€” ๐Ÿ‘ 168    ๐Ÿ” 55    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 4
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Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series conโ€ฆ

A little something I've been meaning to write for a while martinfullerblog.wordpress.com/2025/09/26/a...

Thank you to the awesome people at Machine Games and id Software!

26.09.2025 09:31 โ€” ๐Ÿ‘ 65    ๐Ÿ” 19    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
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Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview - DirectX Developer Blog We are pleased to announce the retail release of AgilitySDK 1.618, available onย Agility SDK Downloadsย today! This release promotes our 1.716 features out of preview and also introduces support for the...

Advanced Shader Delivery is here devblogs.microsoft.com/directx/agil...

26.09.2025 00:25 โ€” ๐Ÿ‘ 57    ๐Ÿ” 12    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 2

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