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JMS55

@jms5517.bsky.social
385 followers 34 following 228 posts

Working on rendering for the Bevy game engine. Long form blog at jms55.github.io.

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passivestar @passivestar.bsky.social · 29/09/2026
just learned ambientCG has blender 5.2 remote asset library (no addon needed) 1k for free, all resolutions if you support on patreon this is cool af
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Jonathan Stone @sheriffstone.bsky.social · 26/09/2026
Thanks to our colleagues at Pixar, NVIDIA, SideFX, OTOY, Blender, and Autodesk for their amazing work on this year's MaterialX and OpenPBR Virtual Town Hall. The full slide deck can be found at materialx.org/assets/ASWF_..., and stay tuned for the published video from the @aswf.io.
The MaterialX Teapot and LionThe MaterialX Stirling
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Arseny Kapoulkine @zeux.io · 25/09/2026
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt...
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JMS55 @jms5517.bsky.social · 18/09/2026
New blog post! Go read about making ReSTIR better, killing ReSTIR, improving denoising, and more! jms55.github.io/posts/2026-0...
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Godot Engine @godotengine.org · 15/09/2026
From the outside, rendering optimization can look a little bit like black magic. That's why @clayjohn.bsky.social, lead maintainer of the rendering team, is here to show a few examples of some optimizations from this year to highlight that optimizing rendering code isn’t as scary as it sounds.
godotengine.org
Optimizing CPU-side Rendering Code – Godot Engine
Optimizing CPU code is a lot of fun. Here’s how we do it
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midwest emo fan @natalie.sh · 12/09/2026
yooo what!!! this is crazy blog.rust-lang.org/2026/08/04/e...
blog.rust-lang.org
Enabling the next iteration of the borrow checker on nightly | Rust Blog
Empowering everyone to build reliable and efficient software.
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JMS55 @jms5517.bsky.social · 29/08/2026
jms55.github.io/posts/2026-0...
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Christoph Kubisch @pixeljetstream.bsky.social · 29/08/2026
New release of Mega Geometry SDK now with a textured version of the Zorah scene (gltf + ktx2 70 GB). Lots of great work by Calvin Hsu. RTXMG (now with ported lod system) github.com/NVIDIA-RTX/R... VK r&d sample: github.com/nvpro-sample...
Rendering of a classical building with intricate geometric detail. Leaves in foreground that are geometry. Outside the viewport are ui elements with lots of statistics and controls
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JMS55 @jms5517.bsky.social · 25/08/2026
DLSS-RR 4.5/F is _awesome_. Really good job! It actually makes my ReSTIR correlation artifacts worse, because it's so much better at picking up detail xD.
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Matthias Ott @matthiasott.com · 22/08/2026
@andremichelle.bsky.social “OpenDAW is an impressive undertaking from André Michelle, and I hope to see it go from strength to strength.” Whoop whoop! 😉🙌https://bedroomproducersblog.com/2026/08/22/opendaw-review/
bedroomproducersblog.com
OpenDAW: A FREE browser-based DAW hoping to democratize music production
OpenDAW isn’t the first DAW to claim free, open-source, and browser-based status, but it might be the most ambitious. OpenDAW aims to bring professional music production tools to the masses at no cost...
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JMS55 @jms5517.bsky.social · 16/08/2026
Improved reflection denoising!
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JMS55 @jms5517.bsky.social · 14/08/2026
Improved PSR vs improved PSR with extra paths (costs perf) vs main PSR = developer.nvidia.com/blog/renderi...
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JMS55 @jms5517.bsky.social · 11/08/2026
Working on improving reflection denoising
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Carter Anderson @cart.work · 10/08/2026
Today is Bevy's sixth birthday! As always, I've used this as a chance to reflect on the past year and outline my hopes and dreams for the next year of #bevy: bevy.org/news/bevys-s...
bevy.org
Bevy's Sixth Birthday
Hey! @cart here (Bevy's creator and Project Lead). It is crazy to say it, but Bevy is six years old now! As is tradition, I will take this as a chance…
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SPEEDING UP PATH TRACING VIA ORCA (ONLINE RADIANCE CACHE ACCELERATION) by @jontology2.bsky.social from EA SEED are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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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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Ben Beilharz @engramm.ing · 20/07/2026
We actually get to witness Nvidia open sourcing their Neural Appearance Models in this lifetime. Thanks for finally dropping the guesswork reimplementing all of that. github.com/NVlabs/neura... Their new SIGGRAPH is also out: research.nvidia.com/labs/rtr/pub...
github.com
GitHub - NVlabs/neuralappearance
Contribute to NVlabs/neuralappearance development by creating an account on GitHub.
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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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Yining Karl Li @yiningkarlli.bsky.social · 13/07/2026
Here's a cool new video about specular reflection tailoff on metal materials. Really nice observations and explanations! In the video, Christophe Hery makes an appearance. I had the privilege of working with Christophe when I interned at Pixar... (1/6) www.youtube.com/watch?v=r3bk...
youtube.com
Forgotten Metal Knowledge | Vray, Cycles, Arnold..
YouTube video by Lucas
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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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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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JMS55 @jms5517.bsky.social · 28/06/2026
The major v7 rewrite of Bevy Solari is complete! Much more unbiased, less light leaks, and greater reflection quality. Community reviews welcome! github.com/bevyengine/b...
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Yining Karl Li @yiningkarlli.bsky.social · 26/06/2026
From a technical angle, the nifty thing about this short is that it's a mix of hand-drawn 2D animation and 2D-styled CG animation rendered using Disney's Hyperion Renderer, but you can't tell at all which is which. Our artists knocked it out of the park; it's completely seamless.
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Bevy @bevy.org · 19/06/2026
Bevy 0.19 is out now! It features Next Generation Scenes, Render Bigger Scenes Faster, Contact Shadows, More Feathers Widgets, Text Input, Richer Text, App Settings, Post Processing Effects, Improved Skinned Mesh Culling, and more! bevy.org/news/bevy-0-19
bevy.org
Bevy 0.19
Thanks to 261 contributors, 1185 pull requests, community reviewers, and our generous donors, we're happy to announce the Bevy 0.19 release on crates.…
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JCGT announcements @handle.invalid · 17/06/2026
The 2025 paper "EON: A practical energy-preserving rough diffuse BRDF” was updated with an appendix that provides an albedo inversion formula, as well as two other small enhancements. jcgt.org/published/00...
jcgt.org
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JMS55 @jms5517.bsky.social · 23/05/2026
Work on Bevy Solari continues! I've been working on a unified ReSTIR-PT-ish (no hybrid shift, just reconnection) architecture that does DI+GI and diffuse+specular all in one pass, instead of the 3 separate ReSTIR DI / ReSTIR GI / Specular GI passes I used to have.
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Tzu-Mao Li @tzumaoli.bsky.social · 17/05/2026
iveevi.github.io/rcgp/ Check out Venkat's work on a new graphics programming language on statically enforcing correctness of heterogeneous graphics programs (e.g., resources declared on host must match shaders at compile time). The compiler is open sourced and let us know if you have any comment!
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Tomasz Stachowiak @h3r2tic.bsky.social · 13/05/2026
It was (initially) mostly about efficiently using the API - TG used OpenGL at the start, so our binding model was a huge anti-pattern in Vulkan (and thus Metal). The new backend uses descriptor sets as a first-class feature, deduplicates state changes, and does less bookkeeping of object lifetimes.
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Yining Karl Li @yiningkarlli.bsky.social · 09/05/2026
There's a neat short paper from Eurographics this year that evaluates how well microfacet shading models actually predict measured reflectance. The answer is: not nearly as well as one would hope! (1/3) ssteinberg.xyz/2026_surface...
Screenshot of the first page of a computer graphics research paper titled “On the Accuracy of Surface Scattering Theories,” by Matthew Avolio, Eugene D’Eon, and Shlomi Steinberg from the University of Waterloo and Nvidia. The page uses a standard academic layout with a large centered title, author names below, and a wide comparison figure occupying most of the page.

The main figure compares real photographs of reflective metal surfaces with rendered predictions from two surface scattering models. Five vertical panels, labeled 1 through 5, each show checkerboard reflections on glossy metal viewed at grazing angles. Within each panel are image strips labeled “photo,” “GGX,” and “SSA,” allowing direct comparison between measured appearance and rendered results. The surfaces range from blurry and diffuse on the left to sharper and more mirror-like on the right. Above each panel are colored line graphs representing measured surface profile data, and along the right edge are small blue-green 3D visualizations of microscopic surface geometry.
The figure caption explains that the paper compares photographs to GGX microfacet and smooth-surface generalized Harvey-Shack predictions derived from measured surface geometry using AFM and profilometer scans.

Below the figure is the abstract, which states that the paper evaluates how accurately surface scattering theories predict appearance directly from measured geometry instead of fitting reflectance data. The authors conclude that existing models fail at some viewing angles, especially grazing angles, and suggest that the characteristic “GGX look” may result from wave-optical effects on Gaussian surfaces rather than non-Gaussian geometry.
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AMD GPUOpen @gpuopen.bsky.social · 07/05/2026
AMD is partnering with Samsung to develop a multivendor DGF extension for Vulkan! Dense Geometry Format (DGF) is AMD's open standard: 🧊 Block-based geometry compression for ray tracing. 🔓 Open-source toolchain & Vulkan extension. Read more ⬇️ gpuopen.com/learn/amd-dg...
gpuopen.com
AMD DGF: An Open Geometry Compression Standard - AMD GPUOpen
AMD is partnering with Samsung on a multivendor Vulkan extension for Dense Geometry Format (DGF) to help enable dramatically smaller geometry, reduced memory/latency for ray-traced real‑time 3D, and e...
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Patrick Walton @pcwalton.turbofishstudios.com · 03/05/2026
Can't believe it's 2026 and we're having to disable GPU occlusion culling on flagship Google phones due to driver bugs. Pretty ridiculous. github.com/bevyengine/b...
github.com
Limit Pixel 10 to GPU preprocessing without GPU culling by SkiFire13 · Pull Request #24101 · bevyengine/bevy
Objective Workaround for Bevy crashes on Google Pixel 10 #23754 until we find the actual issue or Google fixes its driver Solution Limit Pixel 10 to GPU preprocessing without GPU culling Testin...
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JMS55 @jms5517.bsky.social · 20/04/2026
DLSS-RR is kind of magic (quarter-res lighting)
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mamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 08/04/2026
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p...
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JMS55 @jms5517.bsky.social · 12/04/2026
Bevy 0.19 is releasing soon, which means it's time for a blog post! jms55.github.io/posts/2026-0...
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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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JMS55 @jms5517.bsky.social · 19/03/2026
A little different than my usual writing, but I've written a blog post about our usage of Bevy/egui/Rust at Nominal, the company I work at. Give it a read! nominal.io/blog/nominal...
nominal.io
Nominal Connect: Shipping Realtime Desktop Software With Rust, Bevy, and egui
A one year retrospective on the technology behind Nominal Connect.
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Jondolf @jondolf.bsky.social · 16/03/2026
I just released version 0.6 of Avian, an ECS-driven physics engine for @bevy.org. #physics #gamedev v0.6 features move-and-slide, joint motors, and an overhauled broad phase using BVHs, resulting in massively reduced overhead for scenes with a large number of colliders. joonaa.dev/blog/12/avia...
joonaa.dev
Avian Physics 0.6 - Joona Aalto
Move-and-slide, joint motors, and BVH optimization
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Brian Karis @briankaris.bsky.social · 15/03/2026
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani..., graphicrants.blogspot.com/2026/03/vari...
graphicrants.blogspot.com
Nanite + Reyes
Let's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th...
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Nathan Reed @reedbeta.bsky.social · 10/03/2026
My team just open-sourced our internal implementation of the OpenPBR BSDF from our path tracer: github.com/adobe/openpb...
github.com
GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf
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MAK @makramd.bsky.social · 27/02/2026
Real-time Rendering with a Neural Irradiance Volume Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising. arnocoomans.be/eg2026
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JMS55 @jms5517.bsky.social · 26/02/2026
Update on bsky.app/profile/jms5...: Turns out my code was bugged, and I never actually wrote to the cache... Fixing that reveals that the whole scheme was wrong anyways - conditionally replacing cache cells with RIS outputs does not give an unbiased/correct output.
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JMS55 @jms5517.bsky.social · 24/02/2026
Anyone have examples of Material APIs they like in an engine, or links to good talks on this topic? Right now Bevy materials let you reuse host code (texture/buffer bindings), but customizing the default material is essentially "go to github and copy paste the entire shader". Not very modular.
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The Forge Interactive @theforge.dev · 19/02/2026
🚀 Unleash your creativity with GPU Zen 4! 📖 Dive into cutting-edge techniques from industry experts to tackle complex graphics challenges and elevate your projects. Available now on Amazon! 📔 Standard Edition: a.co/d/0cvhJuSU ⭐️ Deluxe Edition: a.co/d/07t0MZGz #GPUZen #GameDev
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JMS55 @jms5517.bsky.social · 19/02/2026
🧵 I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....
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Ignacio Castano @icastano.bsky.social · 10/02/2026
I've put together an updated version of the Sponza scene with uncompressed PNG and compressed AVIF textures. I wrote about the process and compared the results against KTX. www.ludicon.com/castano/blog... #webgpu #web3d #sparkjs
ludicon.com
An Updated Sponza glTF – Ignacio Castaño
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Brian Karis @briankaris.bsky.social · 02/02/2026
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nani...
graphicrants.blogspot.com
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
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Jure Triglav @juretriglav.bsky.social · 29/01/2026
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
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JMS55 @jms5517.bsky.social · 19/01/2026
Ok, so I'm completely stuck trying to debug this. Left is pathtraced reference, right is my realtime renderer. Top row are metals, bottom row are dielectrics, and roughness goes from 0 to 1 left to right.
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Bevy @bevy.org · 13/01/2026
Bevy 0.18 is out now! It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more! bevy.org/news/bevy-0-...
bevy.org
Bevy 0.18
Bevy is a refreshingly simple data-driven game engine built in Rust. It is free and open-source forever!
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