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@ceruleite.bsky.social

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.

379 Followers  |  112 Following  |  35 Posts  |  Joined: 03.03.2025
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Posts by (@ceruleite.bsky.social)

2025 Advances in RT Rendering - RT Subsurface Scattering via Hybrid RESTIR-Path Tracing & Diffusion
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording for "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion” talk by Tanki Zhang from NVIDIA is now online youtu.be/AtFBbMnUgoc?...

29.12.2025 21:10 β€” πŸ‘ 19    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
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#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
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#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
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w

11.11.2025 23:45 β€” πŸ‘ 45    πŸ” 20    πŸ’¬ 0    πŸ“Œ 1
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Stochastic Tile-Based Lighting in HypeHype" by Jarkko LempiΓ€inen from HypeHype is now online: www.youtube.com/watch?v=8O44...

11.11.2025 21:40 β€” πŸ‘ 49    πŸ” 15    πŸ’¬ 0    πŸ“Œ 0
RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
YouTube video by SIGGRAPH Advances in Real-Time Rendering RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: youtu.be/2K-rwy4aMmU?...

30.09.2025 01:57 β€” πŸ‘ 34    πŸ” 13    πŸ’¬ 0    πŸ“Œ 0
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course - my slides from the retrospective: "Advances in Real-Time Rendering in Games - a 20th Year Retrospective, and a Look Ahead" are now online: advances.realtimerendering.com/s2025/index....
Enjoy!

30.09.2025 01:14 β€” πŸ‘ 13    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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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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#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
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "MegaLights: Stochastic Direct Lighting in Unreal Engine 5” talk by @knarkowicz.bsky.social and @tiagocostav.bsky.social from Epic Games are now online
advances.realtimerendering.com/s2025/index....

26.08.2025 15:59 β€” πŸ‘ 31    πŸ” 12    πŸ’¬ 0    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
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion” talk by Tanki Zhang from NVIDIA are now online
advances.realtimerendering.com/s2025/index....

26.08.2025 05:22 β€” πŸ‘ 19    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Stochastic Tile-Based Lighting in HypeHype" by Jarkko LempiΓ€inen are now online: advances.realtimerendering.com/s2025/index....

26.08.2025 05:15 β€” πŸ‘ 33    πŸ” 12    πŸ’¬ 0    πŸ“Œ 0
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#SIGGRAPH2025 Advances talks slides sharing: "Strand-based hair and fur rendering in Indiana Jones and the Great Circle" by Sergei Kulikov from Machine games is now online advances.realtimerendering.com/s2025/index....

26.08.2025 05:09 β€” πŸ‘ 39    πŸ” 13    πŸ’¬ 0    πŸ“Œ 0
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Last talk of the day today is a talk by Krzysztof Narkowicz and Tiago Costa from Epic Games where they share the practical details and intuition behind the development and techniques of β€œMegaLights: Stochastic Direct Lighting in Unreal Engine 5”

12.08.2025 23:25 β€” πŸ‘ 10    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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We had a quick stretch break and now we’re back!

Tianyi Zhang from NVIDIA is sharing the approach developed for β€œReal-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusionβ€œ in ACM SIGGRAPH 2025 Advances in Real-Time Rendering in Games course now

12.08.2025 22:58 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Jarkko LempiΓ€inen is now sharing the details of his implementation of many-lights illumination in real-time in the
β€œStochastic Tile-Based Lighting in HypeHype” talk at Advances in Real-Time Rendering in Games course at #SIGGRAPH 2025

12.08.2025 22:07 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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We are back to the Advances in Real-Time Rendering in Games course and if you’re not here, you’re missing Tiago Sousa’s talk about β€œFast as Hell: idTech8 Global Illumination”!

12.08.2025 21:17 β€” πŸ‘ 11    πŸ” 0    πŸ’¬ 0    πŸ“Œ 1
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Now we’re onto a talk by Sergei Kulikov from MachineGames β€œStrand-based hair and fur rendering in Indiana Jones and the Great Circle” in #SIGGRAPH2025 Advances

12.08.2025 18:36 β€” πŸ‘ 8    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0
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Luc Leblanc and Melino Conte from @ubisoft.com are sharing their lessons about Ray Tracing the World of Assassin's Creed Shadows in ACM SIGGRAPH 2025’s Advances in Real-time Rendering in Games

12.08.2025 17:50 β€” πŸ‘ 12    πŸ” 4    πŸ’¬ 0    πŸ“Œ 1
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#SIGGRAPH 2025 - Adaptive Voxel-Based Order-Independent Transparency talk by Michal Drobot from Activision’s Call of Duty is on in #rtradvances! Come learn what it takes to create next-generation stable, high quality VFX in demanding video games!

12.08.2025 17:10 β€” πŸ‘ 11    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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#SIGGRAPH2025 - Advances in Real-time Rendering in Games course is on!! Join us in West Ballroom C!

12.08.2025 17:07 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Advances 2007 was packed - the GPU particles intro, dynamic real-time wrinkle maps, GPU-friendly vector maps, real-time tessellation on GPU, tessellation in Viva PiΓ±ata on Xbox 360, terrain rendering from Frostbite, and many techniques from CryEngine 2.

tinyurl.com/yv7zt4n6

09.08.2025 09:18 β€” πŸ‘ 1    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Advances from 2008 had also introduced the first GPU-driven pipeline and AI using compute shaders, as well as scalable GPU-driven LOD pipeline including tessellation (albeit using DX10) in the Froblins. A trip down the memory lane.

advances.realtimerendering.com/s2008/SIGGRA...

09.08.2025 09:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Advances from 2008 had gems like the Lighting of Halo 3 by Hao Chen, Advanced Virtual Texture from Crytek by Martin Mittring, Wavelet-based Compression by Michael Boulton, Rendering Techniques from StartCraft II and more
advances.realtimerendering.com/s2008/index....

09.08.2025 09:16 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
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As the date for the 20th anniversary of Advances is coming, I realized some content was missing.
Posted 2007 and 2008 courses online - check them out!

advances.realtimerendering.com

09.08.2025 09:15 β€” πŸ‘ 58    πŸ” 25    πŸ’¬ 1    πŸ“Œ 0
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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 β€” πŸ‘ 68    πŸ” 31    πŸ’¬ 2    πŸ“Œ 0
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#SIGGRAPH - Save the date - Advances in Real-Time Rendering in Games will be Tue, Aug 12 - a full day course in 2 parts (Part I - 9am-12:15pm, Part II - 2pm-5:15pm).

Stay Tuned for the program and the speakers - the line up is very strong this year!

12.06.2025 04:08 β€” πŸ‘ 18    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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REAC25 wrapped today!! Many thanks to all the speakers for their hard work and to the A/V and IT staff who helped us put the show on, as well as the full organizing team!

Really hope all attendees enjoyed it, I know I had!

Stay tuned for the talks posted here:
enginearchitecture.org/2025.htm
<3

12.06.2025 04:05 β€” πŸ‘ 12    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Hitoshi Mishima from CAPCOM is sharing the lessons from the meshlet rendering pipeline in RE ENGINE now in REAC 2025 live. Join us!

Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea... (And get immediately access to the conference stream)

10.06.2025 17:47 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0