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Erik Jansson

@caffeineviking.net
587 followers 405 following 11 posts

Senior Graphics Programmer at Remedy Entertainment's Northlight rendering team. I post about real-time computer graphics, GPUs and code optimization. Fantasy and sci-fi book aficionado and anime/manga connoisseur. 日本語OK!

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Reposted by Erik Jansson
nicebyte @nicebyte.bsky.social · 12/04/2026
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
gpfault.net
Introduction to Spherical Harmonics for Graphics Programmers
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Arseny Kapoulkine @zeux.io · 02/04/2026
meshoptimizer 1.1 is out! github.com/zeux/meshopt... Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :) Boosts and repository stars are welcome!
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Eric Lengyel @ericlengyel.bsky.social · 17/03/2026
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-...
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Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
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".
sebastianaaltonen.com
No Graphics API — 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...
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Remedy Entertainment @remedygames.com · 12/12/2025
Explore a warped Manhattan on the brink of paranatural annihilation in CONTROL Resonant, a thrilling action-adventure RPG. Watch the announcement trailer: youtu.be/WhQm-ExRz60 CONTROL Resonant is out in 2026 on PlayStation 5, Xbox Series X|S, PC, and Mac. #CONTROLResonant
youtu.be
CONTROL Resonant – Announcement Trailer | The Game Awards 2025
Explore a warped Manhattan on the brink of paranatural annihilation in this thrilling action-adventure RPG. Unleash the extraordinary powers of Dylan Faden as he fights for his humanity and survival…
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Arseny Kapoulkine @zeux.io · 08/12/2025
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
meshoptimizer.org
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
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Erik Jansson @caffeineviking.net · 17/11/2025
On my way to GPC together with some other fine folks from Remedy. Looking forward to meeting you all again to talk about graphics and drink Texels!
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Arseny Kapoulkine @zeux.io · 30/09/2025
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...
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Martin Fuller @martinfuller.bsky.social · 26/09/2025
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!
martinfullerblog.wordpress.com
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…
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mjp @mjp123.bsky.social · 08/09/2025
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 👴). therealmjp.github.io/posts/ten-ye...
therealmjp.github.io
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...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 14/08/2025
Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...
blog.selfshadow.com
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Adam Sawicki @asawicki.info · 30/07/2025
Debugging AMD-Specific Issues with Driver Experiments Tool - new article on my blog. asawicki.info/news_1788_de...
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Sean Barrett @nothings.bsky.social · 19/07/2025
For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast. www.youtube.com/watch?v=T1tX...
youtube.com
Legendary Software Rendering Era | Sean Barrett
YouTube video by Wookash Podcast
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c0de517e.bsky.social @c0de517e.bsky.social · 03/07/2025
All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm
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Stephen Hill @selfshadow.com · 10/06/2025
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
blog.selfshadow.com
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
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Have A SPU-ky Halloween, Everyone @okonomiyonda.bsky.social · 01/05/2025
Happy to announce my new side project is translating the illest squirrel-based manga of 2025
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mjp @mjp123.bsky.social · 14/04/2025
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you! therealmjp.github.io/posts/to-ear...
therealmjp.github.io
To Early-Z, or Not To Early-Z
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...
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JCGT announcements @handle.invalid · 31/03/2025
EON: A practical energy-preserving rough diffuse BRDF; by Portsmouth, Kutz, and Hill. www.jcgt.org/published/00...
Lambert model (left), the classic “qualitative” Oren–Nayar QON model (center), and our new EON model (right), all at maximal roughness and the same single-scattering albedo color. The top and bottom rows show front and side-lit cases respectively. The EON model compensates for the energy loss of the QON model, producing similar brightness to the Lambert model combined with the characteristic “flattening” and enhanced backscattering of the Oren–Nayar model.
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Arseny Kapoulkine @zeux.io · 01/04/2025
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers! Reposts appreciated :) zeux.io/2025/03/31/m...
zeux.io
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
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Digital Foundry @digitalfoundry.bsky.social · 05/02/2025
Today on Digital Foundry - what is RTX Mega Geometry and how does it run in Alan Wake 2? We're looking at efficiency, quality and performance improvements here and curiously, in our tests, it's RTX 20-series and 30-series that benefit most: youtu.be/_SpSLPHvHAs
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Alex Battaglia @dachsjaeger.bsky.social · 29/01/2025
WIth the Blackwell Whitepaper we are getting more detial about Mega Geometry - long live the CLAS! I have been looking at the added performance (and fidelity) from its usage in Alan Wake 2 and even on older classes of RTX 2000 hardware it is basically "free performance".
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Christoph Kubisch @pixeljetstream.bsky.social · 30/01/2025
Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers github.com/nvpro-sample... github.com/nvpro-sample... github.com/nvpro-sample... github.com/nvpro-sample...
github.com
GitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing
Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters
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Martin Fuller @martinfuller.bsky.social · 13/01/2025
Another small gem for Graphics Engineers: martinfullerblog.wordpress.com/2025/01/13/m...
martinfullerblog.wordpress.com
Massaging the Shader Compiler to emit Optimum Instructions
Modern GPU’s feature sophisticated instruction sets for executing shaders. However this blog details how unintiutive it can be to have the shader compiler leverage the optimum instruction. Co…
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Tobias Berghoff @tobiasberghoff.bsky.social · 23/12/2024
This holiday season, give yourself the gift of wondering whether you'd enjoy working on the Playstation graphics stack and making life better for graphics programmers, because we're hiring for our rendering APIs! job-boards.greenhouse.io/sonyinteract...
job-boards.greenhouse.io
Senior Principal Programmer - PlayStation®5 Rendering API
United Kingdom, London
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Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024: www.youtube.com/watch?v=jusW... It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
youtube.com
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
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François Guthmann @frguthmann.bsky.social · 04/12/2024
The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy ! www.youtube.com/watch?v=sHFb... gpuopen.com/presentation...
youtube.com
Occupancy Explained Through the AMD RDNA™ Architecture
YouTube video by Graphics Programming Conference
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Ruben Osorio @osor.io · 16/11/2024
Graphics Programming Conference was incredible ❤️ So many notes to go through, ideas to investigate, people to talk to and games to play! 🔥 Thank you so much to the organizers and all the attendees, it was such a pleasure to meet you all 😊 Can we have Texels sponsor next year though? 🍻🙃
3 graphics people drinking some “Texels” branded beer.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 15/11/2024
If we need to preserve anything from The Other Place it is this amazing meme originally posted by @mjp123.bsky.social
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Remedy Entertainment @remedygames.com · 11/11/2024
Dive into the knowledge behind Alan Wake 2, and explore technical innovations in our Northlight Engine. Now available on our website: All our talks from GDC on programming, visual arts, audio design, narrative, and Northlight! www.remedygames.com/article/expl... #AlanWake2 #gamedev
remedygames.com
Explore Remedy’s Game Developer Conference 2024 Talks on Creating Alan Wake 2
Dive into the knowledge behind our most ambitious game and explore our technical innovations in Northlight.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 08/11/2024
"Real-time denoising of importance sampled direct lighting", MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/c...
aaltodoc.aalto.fi
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Dihara Wijetunga @diharaw94.bsky.social · 06/11/2024
Remember kids, always use NonUniformResourceIndex where applicable!
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Jendrik Illner @jendrikillner.bsky.social · 26/10/2024
Graphics Programming weekly - Issue 362 - October 20th, 2024 www.jendrikillner.com/post/graphic...
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Lea - Newin AKA Shodan’s girlfriend @newincpp.bsky.social · 25/10/2024
Join our (very nice) Rendering Team 💖 emp.jobylon.com/jobs/258448-...
emp.jobylon.com
Senior Graphics Programmer | Remedy Entertainment
Remedy Entertainment, the creator of Control®, Max Payne®, Alan Wake® and one of the leading independent game studios in the world is looking for a Senior Graphics Programmer to create high quality ga...
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Arseny Kapoulkine @zeux.io · 25/10/2024
meshoptimizer 0.22 is out! Featuring significant improvements to simplifier (attribute simplification, fewer topology restrictions, component pruning), new provoking vertex algorithm (thanks to John Hable), clusterization improvements & gltfpack size optimizations.
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Erik Jansson @caffeineviking.net · 25/10/2024
Hello, World! It's cool to see so many rendering programmers here already! As a self-introduction and for those that haven't seen it on Twitter already, here's the talk that I did earlier this year at Digital Dragons re: the GPU-driven rendering in AW2! www.youtube.com/watch?v=EtX7...
youtube.com
Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
YouTube video by Digital Dragons
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