Ocean Rendering, Part 1 - Simulation ยท Robert Ryan - Graphics Programmer
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o...
I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
05.10.2025 13:05 โ ๐ 28 ๐ 11 ๐ฌ 0 ๐ 0
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 ๐ 161 ๐ 54 ๐ฌ 1 ๐ 4
Crazy how fast time flies by.. For me personally, the ability to do shader prints and validation once bindless was in place, was probably one of the biggest QOL improvements I could've ever dreamed of ๐
08.09.2025 12:40 โ ๐ 1 ๐ 0 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 ๐ 152 ๐ 52 ๐ฌ 7 ๐ 2
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.
github.com/diharaw/hybr...
07.08.2025 18:13 โ ๐ 46 ๐ 8 ๐ฌ 2 ๐ 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
10.06.2025 15:19 โ ๐ 81 ๐ 30 ๐ฌ 1 ๐ 0
YouTube video by IGN
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
03.06.2025 18:19 โ ๐ 209 ๐ 46 ๐ฌ 14 ๐ 2
Congratulations!
14.05.2025 13:32 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Path Tracing a Trillion Triangles
This technical deep dive was written by Anton Sochenov, Manu Mathew Thomas, Cristiano Siqueira, Gabor Liktor, and Akshay Jindal as part of their research efforts at Visual Compute and Graphics lab, wi...
Big thanks to Intel Labs for the recognition!
Traverse Research is proud to have helped render 1 trillion triangles with real-time path tracing, and to accelerate ML using the new DPAS op on Intel GPUs.
A thrilling challenge and an incredible collaboration.
community.intel.com/t5/Blogs/Tec...
07.05.2025 08:55 โ ๐ 17 ๐ 5 ๐ฌ 0 ๐ 0
Very impressive! Can't wait to see more details on the tech that was cooked up ๐
06.05.2025 21:40 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
The Breda framework ๐ฆ utilizes feature toggles for the configuration of most systems๐๏ธ. In this video, we take a look at the โray-traced-reflectionsโ feature toggle ๐ชฉ. We use it to enable or disable the reflections in our renderer. First we use the web interface, then the configuration file system.
18.03.2025 16:13 โ ๐ 4 ๐ 2 ๐ฌ 0 ๐ 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 โ ๐ 117 ๐ 21 ๐ฌ 0 ๐ 0
The render graph debug composer is an essential component of the Breda framework. It allows us to view any resource we use during render graph construction ๐๏ธ. In this video, we select a few textures which are used while rendering our final image.
11.03.2025 15:45 โ ๐ 10 ๐ 3 ๐ฌ 0 ๐ 0
Looking great! Anything in particular that resulted in such a performance uplift?
26.02.2025 20:40 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Bindless renderingโโโvalidation
With a bindless rendering pipeline in place as covered in the previous blogs bindless setup and templated bindless, we are now faced withโฆ
I've updated links in all of the bindless series post, as well as included a small segment on "we've got bindless resource bounds checking at home!" Buffer bounds checking specifcally was super worth it, as this surfaced quite a few unnoticed bugs.
blog.traverseresearch.nl/bindless-ren...
17.02.2025 10:05 โ ๐ 19 ๐ 2 ๐ฌ 0 ๐ 1
JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...
11.02.2025 21:25 โ ๐ 44 ๐ 25 ๐ฌ 0 ๐ 0
Very nice work!
31.01.2025 09:52 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
GitHub - graphitemaster/normals_revisited: revisiting a known normal transformation in computer graphics
revisiting a known normal transformation in computer graphics - graphitemaster/normals_revisited
Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj
10.12.2024 13:04 โ ๐ 155 ๐ 40 ๐ฌ 5 ๐ 1
I'm keeping updated this super comprehensive collection of <Light Transport> papers (by tech and by year), from the Kajiya eq to latest differential and neural approaches, passing by RRT and MC theories | As before, repost if you think it may be useful to others.
drive.google.com/drive/folder...
21.11.2024 21:38 โ ๐ 88 ๐ 25 ๐ฌ 1 ๐ 0
Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
28.11.2024 02:06 โ ๐ 96 ๐ 37 ๐ฌ 4 ๐ 1
The first edition of GPC has been absolutely amazing, had a great time listening to talks and meeting awesome folks! Can't wait to see what the second edition will grow to ๐
14.11.2024 18:43 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0
GPU Zen
GPU Zen 3 - Table of Content
gpuzen.blogspot.com
05.11.2024 18:03 โ ๐ 41 ๐ 19 ๐ฌ 1 ๐ 0
Our entire bindless abstraction for both vulkan and dx12 is built on templates, and has been running very stable for quite some time already.
06.11.2024 01:11 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
GitHub - TheRealMJP/SHforHLSL: SH for HLSL 2021
SH for HLSL 2021. Contribute to TheRealMJP/SHforHLSL development by creating an account on GitHub.
Here's something I've been working on that's (hopefully) useful for others: a single-header spherical harmonics support library for HLSL 2021
github.com/TheRealMJP/S...
04.11.2024 02:20 โ ๐ 91 ๐ 23 ๐ฌ 2 ๐ 0
Challenge Photo A Day 2024
October 21
#fmspad
21.10.2024 05:06 โ ๐ 12 ๐ 3 ๐ฌ 0 ๐ 0
First steps of a workgraph path tracer, already beating a naive pipeline-based path tracer in terms of performance. Still long ways to go before getting in the ballpark of a wavefront PT.
A major painpoint is definitely having to generate nodes due to recursion being a bit limiting.
22.10.2024 15:25 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0
Thanks for creating all these great lists that help us get started here.
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
21.10.2024 18:23 โ ๐ 24 ๐ 7 ๐ฌ 0 ๐ 1
Suppose I'll give this platform a go as well ๐
, activity seems to be quite nice compared to the alternatives already.
22.10.2024 13:08 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Assistant Professor @UWaterloo CS
rendering, light transport & optics
PhD @UCSB, MSc @WeizmannScience, formerly @Crytek @NVIDIA.
๐ฎ๐ฑ๐จ๐ฆโก๏ธ
ssteinberg.xyz
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs
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.
Senior Rendering Programmer @ Epic Games. Currently working on Nanite.
RealityCapture/Photogrammetry expert, C++/GLSL, TD @ CyberAgent Inc., Tokyo. All opinions are my own. Engใปๆฅๆฌ่ชใปRus. Also @shamanix@mastodon.gamedev.place
The official BlueSky page for #StopKillingGames!
Join the community-run Discord: https://discord.gg/TCE6uXwsBe
DFA: https://ec.europa.eu/info/law/better-regulation/have-your-say/initiatives/14622-Digital-Fairness-Act_en
https://www.stopkillinggames.com
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB
Blog: https://alextardif.com/eden.html
Light Transport PhD Student @ Charles University and Rendering Research @ Weta FX
Personal Website: https://dargouder.github.io/darryls-pixels/
All views/posts are my own.
Pronouns: he/him
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Senior Graphics Programmer. My opinions are mine alone (and not my employer's).
Lead graphics programmer @AMD, previously SIE R&D (PlayStation). Opinions are my own. He/they.
๐ gboisse.github.io
Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.
Graphics programmer wannabe | Student @ Istanbul Technical University
Software engineer (LLBLGen Pro (.NET ORM) / photomode mods and tooling for games)
Photographer (macro, in-game, real life)
Ex-demoscene
Portfolio: https://fransbouma.com
Camera tooling: https://patreon.com/Otis_Inf
LLBLGen Pro: https://llblgen.com
That guy who makes visual essays about software at https://samwho.dev.
Developer Educator @ ngrok.com. Want to pair on something ngrok related? Let's do it! https://cal.com/samwho/workhours
He/him.
Senior Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
Creator of Bevy Engine. Gamedev, programmer, and artist.