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 π 33 π 7 π¬ 1 π 1@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
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 π 33 π 7 π¬ 1 π 1Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM
graphicsprogrammingconference.com/archive/2025...
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 π 9 π 1 π¬ 0 π 0Lol, yes. Such an annoying marketing scheme.
Haven't found a way to block/filter that on linkedin.
#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 0Beautiful simplicity
22.12.2025 18:21 β π 0 π 0 π¬ 1 π 0Very 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!
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!
Not doing anything - clears only triggered, for affected probes, whenever cascades snap to new location.
05.09.2025 16:54 β π 1 π 0 π¬ 0 π 0The cinematics team did an amazing job β€οΈ
All Real-Time, in Engine, >= 60hz #idTech8 ( note: spoilers )
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)).
Tickets are up! graphicsprogrammingconference.com/tickets/
28.08.2025 16:13 β π 25 π 9 π¬ 0 π 6#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 π 39 π 13 π¬ 0 π 0#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 π 33 π 12 π¬ 0 π 0#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusionβ talk by Tanki Zhang from NVIDIA are now online
advances.realtimerendering.com/s2025/index....
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "MegaLights: Stochastic Direct Lighting in Unreal Engine 5β talk by @knarkowicz.bsky.social and @tiagocostav.bsky.social from Epic Games are now online
advances.realtimerendering.com/s2025/index....
#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 0Slides 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 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....
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 π 1 π 0 π¬ 1 π 0Together 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
Catch my talk about DOOM:The Dark Ages at devcom today!
19.08.2025 06:39 β π 20 π 4 π¬ 0 π 0Spent the day at Advances in Real-Time Rendering course - was great.
Done with my βFast as Hell: idTech8 Global Illuminationβ talk.
Slides will be up at the course page very soon.
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...
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!
#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!
OPEN SCIENCE IS THE FUTURE!
Very pleased to see the Association for Computing Machinery (ACM β the parent organization to my βhomeβ conference SIGGRAPH) has announced it is transitioning to full open access by January 2026!!
#ACM #open #access #science #publication #journal #compsci
Lecture completed #CEDEC2025 - slides will be available soon.
22.07.2025 05:13 β π 31 π 2 π¬ 2 π 0Made it to CEDEC !
22.07.2025 00:27 β π 5 π 1 π¬ 1 π 0Stellar 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