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@idsoftwaretiago.bsky.social

Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs

312 Followers  |  42 Following  |  18 Posts  |  Joined: 24.04.2025  |  1.7803

Latest posts by idsoftwaretiago.bsky.social on Bluesky

Slides are now available for my GPC 2025 talk with @phammer.bsky.social on Variable Rate Compute Shaders in Doom The Dark Ages static.graphicsprogrammingconference.com/public/2025/...

06.01.2026 11:34 β€” πŸ‘ 33    πŸ” 7    πŸ’¬ 1    πŸ“Œ 1
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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

Come check out our GPC slides about some of our Doom rendering techniques! YT video will likely follow soon as well

06.01.2026 12:50 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Lol, yes. Such an annoying marketing scheme.
Haven't found a way to block/filter that on linkedin.

30.12.2025 17:22 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    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

Beautiful simplicity

22.12.2025 18:21 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Very excited to present a few interesting bits about the rendering of #DOOM: The Dark Ages together with @domlaz.bsky.social and @martinfuller.bsky.social .
If you happen to attend #GPC2025 next month, feel free to say hello!

20.10.2025 11:29 β€” πŸ‘ 53    πŸ” 9    πŸ’¬ 1    πŸ“Œ 0
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Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series con…

A little something I've been meaning to write for a while martinfullerblog.wordpress.com/2025/09/26/a...

Thank you to the awesome people at Machine Games and id Software!

26.09.2025 09:31 β€” πŸ‘ 65    πŸ” 19    πŸ’¬ 0    πŸ“Œ 1

Not doing anything - clears only triggered, for affected probes, whenever cascades snap to new location.

05.09.2025 16:54 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The cinematics team did an amazing job ❀️
All Real-Time, in Engine, >= 60hz #idTech8 ( note: spoilers )

04.09.2025 17:41 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Thank you! Each probe frame uses different set of rays, total rays is distributed over frames. (needs state per probe: frame id|active|clear|etc).
Filter and accumulate (slide 20), e.g lerp(prev,new,1/(frameId+1)).

03.09.2025 16:36 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Tickets are up! graphicsprogrammingconference.com/tickets/

28.08.2025 16:13 β€” πŸ‘ 25    πŸ” 9    πŸ’¬ 0    πŸ“Œ 6
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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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#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 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 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 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

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 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

My talk encore at Siggraph 2025 Advances in Real-Time Rendering course, slides will be available for all + videos on youtube.

21.08.2025 13:19 β€” πŸ‘ 1    πŸ” 0    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.

Together with @phammer.bsky.social, we'll talk about some of the rendering optimizations using triangle visibility buffers and VRS on Doom: The Dark Ages at GPC 2025. Hope to see some of you there!
graphicsprogrammingconference.com

21.08.2025 11:03 β€” πŸ‘ 22    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
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Catch my talk about DOOM:The Dark Ages at devcom today!

19.08.2025 06:39 β€” πŸ‘ 20    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0

Spent the day at Advances in Real-Time Rendering course - was great.
Done with my β€œFast as Hell: idTech8 Global Illumination” talk.
Slides will be up at the course page very soon.

13.08.2025 01:41 β€” πŸ‘ 22    πŸ” 1    πŸ’¬ 0    πŸ“Œ 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 β€” πŸ‘ 111    πŸ” 55    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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Open Access Publication & ACM Open Access Publication & ACM

OPEN SCIENCE IS THE FUTURE!

Very pleased to see the Association for Computing Machinery (ACM β€” the parent organization to my β€œhome” conference SIGGRAPH) has announced it is transitioning to full open access by January 2026!!

#ACM #open #access #science #publication #journal #compsci

29.07.2025 18:55 β€” πŸ‘ 69    πŸ” 20    πŸ’¬ 1    πŸ“Œ 0
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Lecture completed #CEDEC2025 - slides will be available soon.

22.07.2025 05:13 β€” πŸ‘ 31    πŸ” 2    πŸ’¬ 2    πŸ“Œ 0
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Made it to CEDEC !

22.07.2025 00:27 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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DOOM: The Dark Ages - Painted Metal Panel Materials, Kat Tamburello I had the pleasure of developing DOOM: The Dark Ages along side the talented team at iD Software. During my time there, one of my main responsibilities as a Senior Material Artist was the creation of ...

Stellar material work from Kat.
I had the pleasure of working with her and Nick on the dynamic material damage system in #DOOM where some of those materials were used. That kind art+tech collaboration is amazing.
www.artstation.com/artwork/8BaymQ

18.07.2025 15:52 β€” πŸ‘ 8    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

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