It's time to share the program for the 2025 Advances in Real-time Rendering in Games.
Check out all the details here: advances.realtimerendering.com/s2025/index....
and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
06.08.2025 05:53 — 👍 66 🔁 31 💬 1 📌 0
Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness!
Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...
See you there!!
08.06.2025 00:37 — 👍 17 🔁 12 💬 0 📌 1
JCGT is moving along | Real-Time Rendering
An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...
16.05.2025 17:34 — 👍 21 🔁 14 💬 0 📌 0
🎮 Graphics Programmers! Ready to shape the future of rendering?
Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series!
📅 Deadline: May 17, 2025
📩Submit to: wolfgang.engel@gmail.com
🔗 gpuzen.blogspot.com
#GraphicsProgramming #Rendering #GameDev #GPUZen #GPU
01.05.2025 20:31 — 👍 15 🔁 8 💬 0 📌 0
real-time viscosity simulation and rendering in #LiquiGen
26.04.2025 18:34 — 👍 69 🔁 7 💬 3 📌 1
Rendering 'Assassin's Creed Shadows'
20th March, 2025 11:00am - 12:00pm - Assassin's Creed Shadows is a large systemic open world game with dynamic time of day cycles, a s...
Tired, lack of sleep, but thrilled to be at San Francisco for #GDC25, for the launch of #AssassinsCreedShadows , to share and give back to the awesome rendering community. schedule.gdconf.com/session/rend...
17.03.2025 15:02 — 👍 16 🔁 1 💬 1 📌 0
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
12.03.2025 08:21 — 👍 119 🔁 22 💬 0 📌 0
REAC: 2025 Conference.
REAC: Rendering Engine Architecture Conference.
REAC 2025 has been announced! Call for submissions is not OPEN! Deadline is March 28th. Our submission process is simple, give it a try! Make a good case for your presentation and see you at REAC! enginearchitecture.org/2025.htm
02.03.2025 23:29 — 👍 20 🔁 15 💬 1 📌 0
#mathematics #math
22.02.2025 10:36 — 👍 256 🔁 44 💬 5 📌 4
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 — 👍 52 🔁 18 💬 1 📌 0
GPU Friendly Laplacian Texture Blending
jcgt.org/published/00...
19.02.2025 17:35 — 👍 49 🔁 8 💬 0 📌 4
Intel’s Battlemage Architecture
Intel’s Alchemist architecture gave the company a foot in the door to the high performance graphics segment.
Good read on Intel’s new Battlemage GPU, discussing among others architecture, instruction throughput, global memory/local memory/cache bandwidth, atomics and PCIe link. chipsandcheese.com/p/intels-bat...
15.02.2025 18:43 — 👍 44 🔁 4 💬 0 📌 1
JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...
11.02.2025 21:25 — 👍 44 🔁 25 💬 0 📌 0
What a journey! Congrats for all those years at Dontnod. Wonderful achievement and many games shipped!
02.02.2025 20:01 — 👍 4 🔁 0 💬 1 📌 0
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
25.01.2025 15:45 — 👍 117 🔁 32 💬 1 📌 0
New dithering method dropped
I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.
Explainer video:
www.youtube.com/watch?v=HPqG...
Source repository:
github.com/runevision/D...
#gamedev #vfx
23.01.2025 15:28 — 👍 1600 🔁 385 💬 49 📌 32
For an example of how a UNet can be used in the context of temporal upscaling I recommend this Siggraph 2024 presentation community.arm.com/cfs-file/__k...
18.12.2024 23:16 — 👍 16 🔁 4 💬 0 📌 0
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
05.12.2024 22:11 — 👍 708 🔁 107 💬 12 📌 9
YouTube video by NVIDIA Game Developer
How to Improve Shader Performance by Resolving LDC Divergence
Thread divergence during constant buffer reads can have a big perf impact, this presentation discusses how to detect this on NVidia GPUs using GPU Trace and Shader profiler. Also shows how useful access to ISA is for understanding what the shader does under the hood. www.youtube.com/watch?v=HSsP...
10.12.2024 17:44 — 👍 64 🔁 8 💬 1 📌 0
Rendering tiny glades with entirely too much ray marching.pptx
Plain slides here: 1drv.ms/p/s!AqBt0HDa...
(OneDrive / online PowerPoint seems a bit cursed, so you may need to give it some time and/or retry it a bunch)
05.12.2024 02:19 — 👍 16 🔁 3 💬 0 📌 0
YouTube video by Graphics Programming Conference
Rendering Tiny Glades With Entirely Too Much Ray Marching
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
05.12.2024 02:19 — 👍 452 🔁 108 💬 16 📌 9
YouTube video by Graphics Programming Conference
Occupancy Explained Through the AMD RDNA™ Architecture
The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy !
www.youtube.com/watch?v=sHFb...
gpuopen.com/presentation...
04.12.2024 10:38 — 👍 76 🔁 23 💬 0 📌 1
Collection of cover images from the books included on the list
I often get asked about my book recommendations for graphics programming and game development. I updated my old list and made it easier to find on my website. With Black Friday/Cyber Monday, many are on sale right now (at least in Canada/US)
www.jendrikillner.com/books/
30.11.2024 04:32 — 👍 203 🔁 46 💬 1 📌 2
We're very close to the release date of GPU Zen 3! a.co/d/gRPy2Ff
23.11.2024 22:27 — 👍 58 🔁 9 💬 2 📌 0
Hi, you may have seen my concept video of the physically correct slime before
I'm releasing a new trailer about the slime's game designs this month - I quitted my job to turn the idea into a real game
Just moved to bsky, follow me to keep up with the journey of the 🟢!
#gamedev #techart #indiedev
08.11.2024 18:22 — 👍 8002 🔁 2046 💬 166 📌 66
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation..., they are missing notes though so to fill in the gaps I recommend this great post from 2023: gpuopen.com/learn/occupa...
20.11.2024 13:06 — 👍 52 🔁 17 💬 0 📌 1
"Real-time denoising of importance sampled direct lighting", MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/c...
18.11.2024 17:59 — 👍 31 🔁 3 💬 0 📌 0
Senior at Disney Animation & Professor at Edinburgh Napier University SCEBE. Part-time CTO of Cobra Simulation, 3Finery & new DanceGraph spinout. Games & Movies. ACM SIGGRAPH Executive Committee candidate (vote now! at ACM.org/elections/sigs/acm-siggraph)
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Graphics DevTech Engineer at NVIDIA
Principal Technical Director @ Respawn
Formerly EA, Ubisoft
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
Graphics Engineer, Ex-unity. Building Rome in a day! Fenerbahçe’li.
LEGO® Party!
Lead Technical Artist @ SMG
Graphically inclined programmer
ex 5Lives, Defiant
Senior Technical Director at High Moon Studios/Activision working on Call of Duty. Hobby guitarist. Originally from Austria now in San Diego. Opinions are my own!
Vulkan/Vulkan SC graphics guy. Opinions expressed are my own.
Staff Software Development Consultant at Unity Technologies
Game dev, cyclist
The gremlin looking thing is Henri
Opinions are my own
(he/him 🏳️🌈)
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