From profiling to kernel patch: the journey to an eBPF performance fix | Ritesh Oedayrajsingh Varma
A story about how an innocent profiling session led to a change to the Linux kernel that makes eBPF map-in-map updates much faster.
New article! What do you do when profiling your code shows the slowdown isn't in your code, but deep in the kernel? Why, you grab the kernel source and go spelunking.
How a routine profiling session turned into a Linux kernel patch: rovarma.com/articles/fro...
11.12.2025 13:39 โ ๐ 24 ๐ 8 ๐ฌ 1 ๐ 1
A rendering of the LTC technique implemented in Gigi
The render graph of the LTC implementation
The Gigi viewer showing the LTC implementation running
Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
Adam Badke implemented LTC in Gigi and it is now in the Gigi browser.
Adam's Repo: github.com/b1skit/LTCAr...
LTC paper: eheitzresearch.wordpress.com/415-2/
09.12.2025 19:13 โ ๐ 38 ๐ 5 ๐ฌ 0 ๐ 1
๐ 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 ๐ 243 ๐ 75 ๐ฌ 8 ๐ 1
This is Sektori! A twin-stick shooter I've been making (and documenting the journey) since April 2021. And it finally launched TODAY on Steam, PS5 and Xbox! Here's a fresh launch trailer, all shares highly appreciated. More game info in replies.
#indiegame #ps5 #xbox #steam #indiedev #gamedev
18.11.2025 10:49 โ ๐ 351 ๐ 155 ๐ฌ 26 ๐ 31
All Sources of DirectX 12 Documentation
All Sources of DirectX 12 Documentation - a new post on my blog
asawicki.info/news_1794_al...
25.11.2025 20:08 โ ๐ 32 ๐ 9 ๐ฌ 0 ๐ 0
Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...
25.11.2025 00:34 โ ๐ 230 ๐ 46 ๐ฌ 3 ๐ 0
RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/SpectralRend...
06.11.2025 18:46 โ ๐ 75 ๐ 20 ๐ฌ 3 ๐ 1
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo ๐ซ gboisse.github.io/posts/this-i...
05.11.2025 21:15 โ ๐ 111 ๐ 38 ๐ฌ 1 ๐ 1
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 ๐ 168 ๐ 55 ๐ฌ 1 ๐ 4
#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 1
Profile.
11.09.2025 07:29 โ ๐ 802 ๐ 156 ๐ฌ 8 ๐ 17
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
10.09.2025 15:51 โ ๐ 44 ๐ 9 ๐ฌ 0 ๐ 0
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.
(And yes it's really been 10 years ๐ด).
therealmjp.github.io/posts/ten-ye...
08.09.2025 00:49 โ ๐ 153 ๐ 53 ๐ฌ 7 ๐ 3
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks โFast as Hell: idTech 8 Global Illuminationโ, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
26.08.2025 12:52 โ ๐ 99 ๐ 26 ๐ฌ 1 ๐ 0
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassinโs Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....
27.08.2025 02:09 โ ๐ 47 ๐ 19 ๐ฌ 0 ๐ 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 ๐ 52 ๐ 13 ๐ฌ 3 ๐ 1
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illuminationโ talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
26.08.2025 05:25 โ ๐ 84 ๐ 27 ๐ฌ 1 ๐ 1
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 โ ๐ 37 ๐ 19 ๐ฌ 1 ๐ 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
10.08.2025 14:46 โ ๐ 111 ๐ 55 ๐ฌ 1 ๐ 0
A log/log error graph of Monte Carlo integration of the function y=x between 0 and 1, using a couple different sampling strategies.
Toroidally Progressive Stratified Sampling in 1D
New Blog Post! See how to use a low discrepancy shuffler to make stratified sampling toroidally progressive.
blog.demofox.org/2025/08/03/t...
03.08.2025 18:38 โ ๐ 25 ๐ 2 ๐ฌ 1 ๐ 0
Anisotropic perlin noise on Suzanne
New at #SIGGRAPH2025:
Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.
Find the paper and implementations here:
github.com/jakericedesi...
29.07.2025 00:16 โ ๐ 52 ๐ 18 ๐ฌ 1 ๐ 0
GitHub - jakericedesigns/SteerablePerlinNoise: Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025
Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 - jakericedesigns/SteerablePerlinNoise
One of my coworkers, @tearsofjake.bsky.social, has a talk at SIGGRAPH this year about this really cool steerable perlin noise technique that was used on Moana 2. He's just posted some handy reference implementations for Houdini, Unity, Godot, and Blender; check it out!
github.com/jakericedesi...
28.07.2025 19:01 โ ๐ 81 ๐ 20 ๐ฌ 4 ๐ 0
Any of my moots (or non-moots) who happens to have experience with using surfels and lightprobes for rendering, and wouldn't mind me asking incredibly dumb questions about them?
21.07.2025 19:10 โ ๐ 0 ๐ 1 ๐ฌ 1 ๐ 0
#geogram + #graphite + #blender Python scripting = robust CSG directly available in Blender !
Everything is a numpy array.
19.07.2025 06:15 โ ๐ 40 ๐ 5 ๐ฌ 1 ๐ 0
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 โ ๐ 30 ๐ 9 ๐ฌ 0 ๐ 1
All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm
03.07.2025 18:45 โ ๐ 46 ๐ 23 ๐ฌ 0 ๐ 2
I did a presentation on the system we used for Brink at the OpenGL BOF at Siggraph 2011 loopit.dk/preferred.pdf . It was a bit different to Rage in that there were no restrictions on texture-reuse, and it allowed uv-wrapping. Not too many details in the presentation though...
03.07.2025 12:48 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
Another ๐งต on (almost) everything (interesting) about evaluating distances and closest points to quadratic Bezier curves
24.06.2025 00:17 โ ๐ 63 ๐ 12 ๐ฌ 2 ๐ 0
Charting the state of the art in gaming tech | Please consider supporting our Patreon: http://bit.ly/39jltgA | Commercial enquiries: business@digitalfoundry.net
Computer Graphics ๐ค Machine Learning
GeForce DevTech Engineer @ NVIDIA
All expressed views and opinions are my own
I'm making colored pixels for Double Fine Productions. Lead Programmer of Broken Age. Also worked on Keeper and the remastered versions of Grim, DotT, FT and Monkey Island.
Games Graphics Performance by day, aspiring composer by night. Co-author of https://www.amazon.co.uk/Mastering-Graphics-Programming-Vulkan-principles-ebook/dp/B0BKGLBN89
Principal Engineer - Microsoft ATG
We Make Crowdfunded Video Game Documentaries. Watch our docs at http://YouTube.com/noclipvideo. We also do underground games coverage at https://www.youtube.com/@Noclip2.
Graphics engineer with deep experience from IrisGL to Vulkan. NVIDIA DevTech Engineer specializing in real-time rendering, Vulkan, and ray tracing. Focused on efficient graphics samples, optimizing shaders, and bridging the gap between code and pixel.
He/Him
Opinions are my own
Senior Tech Artist at Heart Machine on #HyperLightBreaker & #Possessors
Prev Senior Tech Artist at Bad Robot Games
Working on @snaccoongame.bsky.social
Anti A/I Anti N/F/T
https://linktr.ee/hippowombat
MaterialX is an open standard for the exchange of rich material and look-development content across applications and renderers.
PlayStation/Render coder @ Io-Interactive Likes: electronics, code, photography, rockets. Some assembly required... A cycle saved is a cycle earned.
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
The official iRacing Bluesky feed. Race with us online from your home PC!
iRacing.com
Making pretty pictures with GPUs
https://blog.danielschroeder.me/
Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
Senior Render Programmer @IOInteractive ๐ฎ
Glacier โ | 007 First Light | Project Fantasy
prev @Ubisoft