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Denis Ershov

@huntlier.bsky.social
564 followers 202 following 9 posts

Rendering Engineer at Eagle Dynamics. Opinions are my own.

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Reposted by Denis Ershov
Gabriel Sassone @gabrielsassone.bsky.social · 30/09/2026
I ported @sebaaltonen.bsky.social Perftest to Vulkan(surprise!) and added few tests. I am searching some perf numbers for my next rendering API (called Idra) to go fully bindless. Compliles slang/dxc/glslang . Hope it helps someone as Perftest helped me! #rendering #vulkan github.com/JorenJoestar...
github.com
GitHub - JorenJoestar/perftest-vk
Contribute to JorenJoestar/perftest-vk development by creating an account on GitHub.
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Arseny Kapoulkine @zeux.io · 30/09/2026
New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/b...
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Jendrik Illner @jendrikillner.bsky.social · 01/10/2026
Graphics Programming weekly - Issue 457 - September 27th, 2026 www.jendrikillner.com/post/graphic...
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mikematsel.bsky.social @mikematsel.bsky.social · 01/10/2026
For understanding your game’s GPU and residency timeline, this new library is a big deal. devblogs.microsoft.com/directx/intr...
devblogs.microsoft.com
Introducing DxTimingCaptureLibrary - DirectX Developer Blog
Today we released DxTimingCaptureLibrary, an open-source C++ library for DirectX developers. It is available on GitHub under the MIT license, and it works
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Krzysztof Narkowicz @knarkowicz.bsky.social · 22/09/2026
Interesting DLSS5 tech details: github.com/maanHimself/...
github.com
GitHub - maanHimself/OpenDLSS-NR: A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original.
A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original. - maanHimself/OpenDLSS-NR
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AMD GPUOpen @gpuopen.bsky.social · 17/09/2026
More on our tetrahedral cage research: the numbers behind the demo video. 🌳 📉 <2GB of BVH memory, vs. up to 80GB for conventional animated BVHs. ⚡ 500M+ animated triangles ray traced per frame at 60+ FPS. See the breakdown ⬇️ gpuopen.com/learn/how-te...
gpuopen.com
How tetrahedral cages significantly reduce BVH memory usage
The AMD tetrahedral cage technique ray traces 25,000 independently animated plants at 60+ FPS while slashing BVH memory and update costs for massive dynamic scenes.
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Pekka Väänänen @pekkavaa.bsky.social · 04/09/2026
I've been racking my brain over linear space dithering. Adding noise sounds simple but how much, exactly? Finally, I found a trick: scale the dither down near zero. Found from Timothy Lottes 2016 slide deck. Attached is an exaggarated example.
A two-pane comparison of Floyd-Steinberg dithering with threshold noise. Left: linear space noise is added with constant magnitude. Right: linear space noise but magnitude is scaled down near zero.A slide from "Advanced Techniques
and Optimization of
VDR Color Pipelines" by
Timothy Lottes (2016)

https://gpuopen.com/download/GdcVdrLottes.pdf
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Freya Holmér @freya.bsky.social · 12/09/2026
if you study hard and become good at any given craft, you'll eventually see success unless, of course, it's 2026, and you're on the worst timeline terrytao.wordpress.com/2026/09/11/a...
terrytao.wordpress.com
A Severe Misalignment of AI in Mathematics
I am proud to be among the list of 25 initial signatories — all Fields Medallists — to the declaration below, which grew out of discussions between ourselves over the last week. We have…
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Inigo Quilez @iquilezles.bsky.social · 04/09/2026
Distorting space with sine functions #math
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JMS55 @jms5517.bsky.social · 29/08/2026
jms55.github.io/posts/2026-0...
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Mike Turitzin @miketuritzin.bsky.social · 27/08/2026
The new version of Enshrouded has replaced triangle meshes with SDF bricks for terrain 👀 youtu.be/4AQycxtpPno?...
youtu.be
Enshrouded - Performance Improvements for 1.0
YouTube video by Enshrouded
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MAK @makramd.bsky.social · 25/08/2026
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds research.zenseact.com/publications...
research.zenseact.com
Differentiable Voronoi Ray Tracing Beyond Rasterization Speeds
TL;DR A differentiable ray tracer for novel view synthesis that renders faster than most rasterized splatting — 623 FPS on Mip-NeRF 360, 3.2× the fastest prior ray tracer and 2.8× 3D Gaussian Splatti...
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mjp @mjp123.bsky.social · 22/08/2026
WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...
github.com
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Jendrik Illner @jendrikillner.bsky.social · 18/08/2026
Graphics Programming weekly - Issue 451 - August 16th, 2026 www.jendrikillner.com/post/graphic...
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ceruleite.bsky.social @ceruleite.bsky.social · 15/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 by Michał Olejnik from Activision are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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Maximilian Tarpini @maxtarpini.bsky.social · 13/08/2026
All currently available SSS models ignore internal boundary condition (aka TIR) .. but trapping rays past the critical angle (keeping'em bouncing) forces longer path lengths .. for richer, more saturated, physically accurate translucency. Same color and mfp. With / without TIR
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Krzysztof Narkowicz @knarkowicz.bsky.social · 08/08/2026
It's great to see ARM being so open about their neural joint denoising and upsampling, explaining their approach, network inputs, temporal stability and how they trained this network: community.arm.com/cfs-file/__k...
community.arm.com
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mmalex @mmalex.bsky.social · 08/08/2026
another productivity tip for creative coders/gamedev: how long have you spent mindlessly clicking thru the ui to get to the 'start point' of your current test/repro? always have your dev build reboot to exactly where you were last, or a specified point
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Omar @ocornut.bsky.social · 25/07/2026
dear imgui 1.92.9 released! github.com/ocornut/imgu... - new liveedit on/off settings and defaults - tables track topology changes - metal4 rendering backend - timestamped settings entries (for cleanup etc.) - 50+ other changes/fixes (fonts, multi-select, popups, backends etc.).
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JMS55 @jms5517.bsky.social · 24/07/2026
Looks like Unity implemented a very similar technique to my world cache implementation :) (which itself takes from many other papers) docs.google.com/document/d/1...
docs.google.com
Unity Surface Cache GI - Getting Started
Unity Surface Cache GI - Getting Started We're thrilled to give you a first look at Surface Cache GI, our first step towards delivering robust, fully dynamic Global Illumination in Unity! This featur...
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ceruleite.bsky.social @ceruleite.bsky.social · 15/07/2026
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
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Jacco Bikker 🎦 @jbikker.bsky.social · 08/07/2026
TinyBVH has just been 𝘂𝗽𝗱𝗮𝘁𝗲𝗱 𝘁𝗼 𝟭.𝟴.𝟬. For CPU ray tracing, it is now the fastest option in most cases - Outperforming Intel Embree and Madmann91 for BVH build time and single-ray performance. On GPU, performance exceeds 4B rays per second - 4 rays per pixel at 4k/120Hz. github.com/jbikker/tiny...
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mmalex @mmalex.bsky.social · 06/07/2026
my #1 grizzly beard protip for (game) dev is: if you have a bug that you dont understand the cause of immediately, dont try to fix it; add & iterate visualization / inspection tools until the cause is plain to see. the accumulation of 'observability' in your system's state will pay off many times
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Stefan Reinalter @molecularmusing.bsky.social · 03/07/2026
Most people know my stance on it, but it has to be said at this point: As long as Live++ is 100% under my control, there won't be any AI feature of any kind in it, and exactly 0% of its code will be written by any AI. Same for future releases of other tools.
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Yining Karl Li @yiningkarlli.bsky.social · 02/07/2026
In this thread: three cool rendering papers that DisneyResearch|Studios is publishing at EGSR this week. The authors of these papers are peers that I get the privilege of working closely with frequently, and these are projects I've been excited to watch develop! (1/17)
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Cem Yuksel @cemyuksel.com · 01/07/2026
Our #HPG2026 paper "Memory-Efficient Bounding Volume Hierarchies with Merged Nodes for Hardware Ray Tracing" introduces new ways of constructing BVHs that consistently outperform state-of-the-art BVHs for GPU ray tracing. Project page: graphics.cs.utah.edu/research/pro... @ebrunvand.bsky.social
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Erin Catto @erincatto.bsky.social · 01/07/2026
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
box2d.org
Announcing Box3D
I’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...
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Alan Wolfe @demofox.bsky.social · 01/07/2026
What To Learn To Be A Real Time graphics Programmer blog.demofox.org/2026/07/01/w... I wrote this up over lunch and it's surprisingly popular so sharing over here too.
A path traced render of spheresA real time render of spheres using physically based rendering lighting formulas
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Arseny Kapoulkine @zeux.io · 30/06/2026
meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 29/06/2026
Streamlining Resource Binding with End-to-End Support for Vulkan Descriptor Heaps developer.nvidia.com/blog/streaml...
developer.nvidia.com
Streamlining Resource Binding with End-to-End Support for Vulkan Descriptor Heaps | NVIDIA Technical Blog
Shaders are GPU programs that process visual data—such as rays, pixels, geometry, and textures—to produce specific rendering effects. Shaders find necessary data through a process called resource…
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Scuff3D Rook @scuff3drook.bsky.social · 28/06/2026
*tap tap* Is this thing on? www.youtube.com/watch?v=B9bz... rookandpossum.com/posts/scanli... I made a thing! I suspect I'll be posting to an empty room like a madman, but for now, I'm going to make a habit to start posting things here when I post videos/blogs/papers.
youtube.com
The Scanline Sweeper: A Glyph Rendering Algorithm
YouTube video by Rook and Possum
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Inigo Quilez @iquilezles.bsky.social · 27/06/2026
I made a video about the smooth-maximum function, I hope you like it! youtu.be/6Qb6QtC6QMs
youtu.be
A function you cannot do without
YouTube video by Inigo Quilez
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Andrew Meggs @meggsomatic.tv · 26/06/2026
Very deep dive on Blackwell architecture and performance tuning. Seriously go read it. Even if you exclusively do non-AI graphics, go read Part 1. mlc.ai/modern-gpu-p...
mlc.ai
Modern GPU Programming For MLSys — Modern GPU Programming For MLSys
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mmalex @mmalex.bsky.social · 25/06/2026
inspired by @boggo.bsky.social 's fluff which uses atomic-max points scattered by a DoF circle of confusion to do stylised bokeh blur, I tried implementing the awesome recent paper jorisar.nl/gaussian_poi... by @momentsingraphics.bsky.social et al and it works well enough to be fun!
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Christoph Kubisch @pixeljetstream.bsky.social · 24/06/2026
Khronos is running a survey on shading language usage www.surveymonkey.com/r/LKWFQ3M
surveymonkey.com
2026 Shader Ecosystem Survey
Take this survey powered by surveymonkey.com. Create your own surveys for free.
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mmalex @mmalex.bsky.social · 21/06/2026
interesting thread and i dont disagree with the quote but it made me want to say something out loud. for a long time, if you were making your own game/engine tech, aiming to be similar (as opposed to better for your use case) to unreal is such a trap. you need to (and can) aim waaay higher /
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Inigo Quilez @iquilezles.bsky.social · 19/06/2026
A live session coding a procedural tower of bricks. Turned out ugly, I fixed it a bit in shadertoy after I closed the recording: youtu.be/DAMiS2PGTEE
youtu.be
Coding a brick tower
YouTube video by Inigo Quilez
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Xiana Carrera @xianacarrera.bsky.social · 18/06/2026
1/6 Excited to share our #SIGGRAPH2026 paper, Dual Contouring of Signed Distance Data! We propose a new method for reconstructing sharp meshes from discrete samples of signed distance functions (SDFs) that does not require gradients. Project page: gatc.cs.columbia.edu/projects/dua...
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Adam Sawicki @asawicki.info · 17/06/2026
I'm excited to see lore.org, Epic's new version control system. I still need to read the docs, but after experiencing the shortcomings of both Git and Perforce, I'm hoping Lore can gain traction in at least some areas of software development, especially gamedev.
lore.org
Learn about Lore: next-generation open source version control
Maintained by Epic Games, Lore is designed for unprecedented scalability of both data and teams. It’s optimized for projects that combine code with large binary assets.
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Guillaume Boissé @gboisse.bsky.social · 17/06/2026
Found a bug in the radiance caching code snippet published on my blog so went and ahead and corrected it:) (explanations and visualisations in replies 👇)
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Cedric Guillemet @skaven.bsky.social · 13/06/2026
"Spit" 4Kb Procedural graphics release at NOVA 2026. www.pouet.net/prod.php?whi...
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Tom Forsyth @tomforsyth.bsky.social · 10/06/2026
Holy shit my thing actually works! Didn't even need much tweaking. This is a traditional mesh (very simple one right now - a 2x2 quad), skinned with the usual 4-weighted-bones, but it has "thickness", and has a heightfield embedded in it that the pixel shader traces through.
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Nicolas Lopez @nicolas-lopez.bsky.social · 05/06/2026
We are now accepting proposals for GPU Zen 5! This is an opportunity to share your expertise with the rendering community. Proposal Deadline: July 5, 2026 Submit to: gpuzen@theforge.dev More Info: gpuzen.blogspot.com Don't hesitate to DM me for more details
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Pekka Väänänen @pekkavaa.bsky.social · 01/06/2026
A new article on my website about a small thing that has bothered me for a long time: Should you normalize RGB values by 255 or 256? 30fps.net/pages/255-vs...
A number line where 3-bit integers in the range [0..7] being mapped to real numbers with two approaches: the standard (top) and alternative (bottom).

On the X-axis we’ve got a number line and the locations of brown circles on it represent the decoded floating-point values. The numbers inside are the integer inputs. Each integer has arrows pointing to it; these show a range of floating-point values that round to it. I’ll call these ranges “bins” in the rest of this article.
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Alex Tardif @longbool.bsky.social · 30/05/2026
The Cost of AI alextardif.com/AI.html
alextardif.com
Alex Tardif: Graphics Programmer
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Björn Ottosson - making Island Architect @bottosson.bsky.social · 30/05/2026
Feels slow at times, but I’ve certainly made some progress on my relaxing building game 🌳🏡Island Architect🏡🌳! #screenshotsaturday #indiegame #gamedev #indiegamedev
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Kostas Anagnostou @kostasanagnostou.bsky.social · 22/05/2026
The Minimal Retroreflective Microfacet Model jcgt.org/published/00...
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Mike Turitzin @miketuritzin.bsky.social · 22/05/2026
Interesting new SDF-related paper just dropped: "Dual Contouring of Signed Distance Data" (SIGGRAPH 2026) gatc.cs.columbia.edu/projects/dua...
gatc.cs.columbia.edu
Dual Contouring of Signed Distance Data
Dual Contouring of Signed Distance Data project page.
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Tom E. @flyingthread.bsky.social · 21/05/2026
Came across a very thin lightshaft while on a walk. Absolutely love the caustics above and below the water surface.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 14/05/2026
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing research.nvidia.com/labs/rtr/pub...
research.nvidia.com
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing | NVIDIA Real-Time Graphics Research
<p>Algorithms leveraging ReSTIR-style spatiotemporal reuse have recently proliferated, hugely increasing effective sample count for light transport in real-time ray and path tracers. Many papers have ...
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