Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
Here are some techniques I discovered through 14 years of shader programming:
10.02.2026 23:34 β π 166 π 34 π¬ 4 π 1
A colleague sent me this: www.youtube.com/watch?v=8jVo...
No further comments needed, it's **very** good.
I've seen some of his videos in the past, but I missed this one. Glad I saw 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...
This post shows how to get different constants for the R2 low discrepancy sampling sequence which have the same properties, but are smaller valued, so behave better in floating point at high sample counts.
www.martysmods.com/a-better-r2-...
really digging this for a light config UI
09.01.2026 09:45 β π 21 π 2 π¬ 1 π 0
Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM
graphicsprogrammingconference.com/archive/2025...
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.socialβ¬
and @tiagocostav.bsky.social⬠from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "FAST AS HELL: IDTECH8 GLOBAL ILLUMINATION" by @idsoftwaretiago.bsky.social from id Software is now online: youtu.be/VTrdeqMMMK0?... Enjoy!
29.12.2025 20:57 β π 44 π 17 π¬ 0 π 0
A presentation recording (ca. 10 minutes) and the PDF slides for my transmittance estimation paper are available now:
momentsingraphics.de/SiggraphAsia...
Blue noise for object placement
youtu.be/24EmhUJeIAs?...
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
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...
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/
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
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
All Sources of DirectX 12 Documentation - a new post on my blog
asawicki.info/news_1794_al...
Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...
25.11.2025 00:34 β π 242 π 46 π¬ 3 π 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...
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo π« gboisse.github.io/posts/this-i...
05.11.2025 21:15 β π 112 π 38 π¬ 1 π 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...
#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 β π 81 π 22 π¬ 0 π 1Profile.
11.09.2025 07:29 β π 798 π 154 π¬ 8 π 17Computer 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.
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 π΄).
therealmjp.github.io/posts/ten-ye...
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks βFast as Hell: idTech 8 Global Illuminationβ, 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 β π 99 π 26 π¬ 1 π 0#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassinβs Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....
27.08.2025 02:09 β π 46 π 19 π¬ 0 π 0MegaLights 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 β π 50 π 13 π¬ 3 π 1
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illuminationβ talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....