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Mikkel Gjoel

@gjoel.bsky.social

Chair Raving Graphics Programmer loopit.dk/publications shadertoy.com/user/hornet

1,098 Followers  |  291 Following  |  7 Posts  |  Joined: 11.09.2023
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Posts by Mikkel Gjoel (@gjoel.bsky.social)

Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
YouTube video by Graphics Programming Conference Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages

Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...

youtu.be/mvCoqCic3nE?...

05.03.2026 10:29 β€” πŸ‘ 12    πŸ” 10    πŸ’¬ 0    πŸ“Œ 0
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Here are some techniques I discovered through 14 years of shader programming:

10.02.2026 23:34 β€” πŸ‘ 166    πŸ” 34    πŸ’¬ 4    πŸ“Œ 1
Pushing Simulation to the Limit to Find Order in Chaos
YouTube video by Drew's Campfire Pushing Simulation to the Limit to Find Order in Chaos

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.

03.02.2026 13:39 β€” πŸ‘ 25    πŸ” 10    πŸ’¬ 1    πŸ“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 β€” πŸ‘ 160    πŸ” 51    πŸ’¬ 1    πŸ“Œ 1
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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-...

20.01.2026 21:55 β€” πŸ‘ 23    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0
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really digging this for a light config UI

09.01.2026 09:45 β€” πŸ‘ 21    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM

graphicsprogrammingconference.com/archive/2025...

06.01.2026 12:10 β€” πŸ‘ 35    πŸ” 9    πŸ’¬ 0    πŸ“Œ 1
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
YouTube video by SIGGRAPH Advances in Real-Time Rendering SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social‬
and @tiagocostav.bsky.social‬ from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!

29.12.2025 21:04 β€” πŸ‘ 62    πŸ” 16    πŸ’¬ 0    πŸ“Œ 0
SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
YouTube video by SIGGRAPH Advances in Real-Time Rendering SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination

#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€” πŸ‘ 44    πŸ” 17    πŸ’¬ 0    πŸ“Œ 0
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A presentation recording (ca. 10 minutes) and the PDF slides for my transmittance estimation paper are available now:
momentsingraphics.de/SiggraphAsia...

17.12.2025 15:05 β€” πŸ‘ 24    πŸ” 6    πŸ’¬ 0    πŸ“Œ 1
Blue Noise Made My Game Feel… Alive? (Outer Wilds-like Devlog)
YouTube video by Helvetica Scenario Blue Noise Made My Game Feel… Alive? (Outer Wilds-like Devlog)

Blue noise for object placement
youtu.be/24EmhUJeIAs?...

26.12.2025 02:00 β€” πŸ‘ 47    πŸ” 9    πŸ’¬ 0    πŸ“Œ 0
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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

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".

16.12.2025 18:51 β€” πŸ‘ 465    πŸ” 191    πŸ’¬ 19    πŸ“Œ 12
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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 β€” πŸ‘ 30    πŸ” 12    πŸ’¬ 1    πŸ“Œ 1
A rendering of the LTC technique implemented in Gigi

A rendering of the LTC technique implemented in Gigi

The render graph of the LTC implementation

The render graph of the LTC implementation

The Gigi viewer showing the LTC implementation running

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 β€” πŸ‘ 39    πŸ” 5    πŸ’¬ 0    πŸ“Œ 1
πŸ‡ 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 β€” πŸ‘ 248    πŸ” 76    πŸ’¬ 9    πŸ“Œ 1
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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 β€” πŸ‘ 353    πŸ” 156    πŸ’¬ 25    πŸ“Œ 33
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 β€” πŸ‘ 32    πŸ” 9    πŸ’¬ 0    πŸ“Œ 0
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Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...

25.11.2025 00:34 β€” πŸ‘ 242    πŸ” 46    πŸ’¬ 3    πŸ“Œ 0
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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 β€” πŸ‘ 77    πŸ” 21    πŸ’¬ 4    πŸ“Œ 1
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo πŸ’« gboisse.github.io/posts/this-i...

05.11.2025 21:15 β€” πŸ‘ 112    πŸ” 38    πŸ’¬ 1    πŸ“Œ 1
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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‘ 167    πŸ” 55    πŸ’¬ 1    πŸ“Œ 4
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#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€” πŸ‘ 81    πŸ” 22    πŸ’¬ 0    πŸ“Œ 1
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GM Shaders Mini: Tonemaps How to conquer washed out lights and ugly color banding

mini.gmshaders.com/p/tonemaps

17.09.2025 21:40 β€” πŸ‘ 37    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
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Profile.

11.09.2025 07:29 β€” πŸ‘ 798    πŸ” 154    πŸ’¬ 8    πŸ“Œ 17
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics

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 β€” πŸ‘ 45    πŸ” 9    πŸ’¬ 0    πŸ“Œ 0
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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 πŸ‘΄).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 β€” πŸ‘ 152    πŸ” 53    πŸ’¬ 7    πŸ“Œ 3

Slides from my SIGGRAPH 2025 and CEDEC 2025 talks β€œFast as Hell: idTech 8 Global Illumination”, 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€” πŸ‘ 99    πŸ” 26    πŸ’¬ 1    πŸ“Œ 0
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....

27.08.2025 02:09 β€” πŸ‘ 46    πŸ” 19    πŸ’¬ 0    πŸ“Œ 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 β€” πŸ‘ 50    πŸ” 13    πŸ’¬ 3    πŸ“Œ 1
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....

26.08.2025 05:25 β€” πŸ‘ 84    πŸ” 27    πŸ’¬ 1    πŸ“Œ 1