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Kostas Anagnostou

@kostasanagnostou.bsky.social
2.1K followers 151 following 283 posts

Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: interplayoflight.wordpress.com

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Reposted by Kostas Anagnostou
Aras Pranckevičius @aras-p.bsky.social · 05/10/2026
"Unroll a loop, make shader 10x faster", where I accidentally speed up Blender's Kuwahara compositor node on Apple GPUs (and elsewhere). aras-p.info/blog/2026/10...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 03/10/2026
"A Spatio-Temporal Acceleration Framework for Order-Independent Transparency" uses spatial transparency variance and temporal reprojection to reduce the pixel shading rate for OIT techniques www.tobias-franke.eu/publications...
tobias-franke.eu
A Spatio-Temporal Acceleration Framework for Order-Independent Transparency
A Spatio-Temporal Acceleration Framework for Order-Independent Transparency
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Reposted by Kostas Anagnostou
Alan Wolfe @demofox.bsky.social · 03/10/2026
The Double Headed Stack Allocator New blog post! blog.demofox.org/2026/10/03/t...
This shows how the double headed stack allocator works. Level data (red) is allocated from the left going towards the right, while character data (green) is allocated from the right going to the left. They can each allocate / deallocate memory as they wish, without the two systems interleaving and causing fragmentation.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 01/10/2026
"Fast blur with animated radius", examines various blurring techniques with an emphasis on varying blur radius and non-uniform horizontal & vertical blur. Includes WebGPU sample to showcase the techniques. aras-p.info/blog/2026/10...
aras-p.info
Fast blur with animated radius · Aras' website
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Kostas Anagnostou @kostasanagnostou.bsky.social · 30/09/2026
PIX timing capture functionality has been extracted into a separate library to offer recording of a large number of events including, among others, GPU top/end of pipe timestamps, object lifetime and memory residency/eviction in-game. 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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Reposted by Kostas Anagnostou
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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Reposted by Kostas Anagnostou
Tom Forsyth @tomforsyth.bsky.social · 28/09/2026
DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...
youtu.be
DASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes version
YouTube video by Tom Forsyth
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Kostas Anagnostou @kostasanagnostou.bsky.social · 13/09/2026
A quick overview of atomics in C lemire.me/blog/2026/09...
lemire.me
A quick overview of atomics in C
If you write in C, by default, you use a single thread. Extra cores do not help until you create more threads. However, if you include the header <threads.h>, you can pass a function to thrd_create, a...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 28/08/2026
The Gamescom Combat Gameplay demo recording has also been released: www.youtube.com/watch?v=RCOI...
youtube.com
Fable - Official Combat Gameplay | gamescom 2026
YouTube video by Fable
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Kostas Anagnostou @kostasanagnostou.bsky.social · 26/08/2026
New Fable gameplay demo. Very proud to be part of this super-talented team! I hope you'll enjoy it: www.youtube.com/watch?v=bjso...
youtube.com
Fable - Official Quest Gameplay | gamescom 2026
YouTube video by Fable
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Kostas Anagnostou @kostasanagnostou.bsky.social · 16/08/2026
Great presentation, also includes a good summary of denoising, recommended read: "Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4", Advances in Real-Time Rendering, Siggraph 2026 advances.realtimerendering.com/s2026/index....
advances.realtimerendering.com
SIGGRAPH 2026 Advances in Real-Time Rendering in Games course
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Reposted by Kostas Anagnostou
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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Reposted by Kostas Anagnostou
Stephen Hill @selfshadow.com · 27/07/2026
SIGGRAPH 2026 links: blog.selfshadow.com/2026/07/26/s.... I'll continue to add to the list as more things show up online.
blog.selfshadow.com
SIGGRAPH 2026 Links
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Kostas Anagnostou @kostasanagnostou.bsky.social · 26/07/2026
Variable Rate Tracing ReSTIR GI mateuszkolodziejczyk00.github.io/2025/06/18/v...
mateuszkolodziejczyk00.github.io
Variable Rate Tracing ReSTIR GI
Introduction
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Kostas Anagnostou @kostasanagnostou.bsky.social · 20/07/2026
Worth watching I3D 2026 Keynote: "Lessons from Digging in Game Dev and Adjacent Trenches" by Naty Hoffman www.youtube.com/watch?v=ISgT...
youtube.com
I3D 2026 Keynote: Naty Hoffman's Keynote - "Lessons from Digging in Game Dev and Adjacent Trenches"
YouTube video by I3D Symposium
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Kostas Anagnostou @kostasanagnostou.bsky.social · 12/07/2026
"Advanced Vulkan Compute: The Power of Parallelism" Good introduction to compute shaders, GPU architecture and memory models, most of the discussion applies to DirectX 12 as well. docs.vulkan.org/tutorial/lat...
docs.vulkan.org
Advanced Vulkan Compute: The Power of Parallelism :: Vulkan Documentation Project
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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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Reposted by Kostas Anagnostou
Cem Yuksel @cemyuksel.com · 27/06/2026
Our #SIGGRAPH2026 paper "Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" improves #ReSTIR by reusing previously occluded samples. Video: youtu.be/-ya1bBnwx38 Project Page: graphics.cs.utah.edu/research/pro...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 28/06/2026
Good read, worth bearing in mind that in identifying a GPU bottleneck, dropping the graphics preset might affect CPU perf as well, even dropping the resolution might as the renderer could use it for some form of culling (eg screen area/occlusion tests). wccftech.com/how-to/cpu-o...
wccftech.com
CPU or GPU Bottleneck? How to Diagnose What’s Really Limiting Your Gaming Performance
Learn to diagnose CPU and GPU bottlenecks in gaming performance with tools like CapFrameX and PresentMon for optimized PC setups.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 18/06/2026
STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering www.tobias-franke.eu/publications...
tobias-franke.eu
STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering
STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering
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Kostas Anagnostou @kostasanagnostou.bsky.social · 10/06/2026
30min video recording of a Fable gameplay demo, enjoy! www.youtube.com/watch?v=doV0...
youtube.com
Fable - Gameplay Demo | Build An Extraordinary Life
YouTube video by Fable
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Kostas Anagnostou @kostasanagnostou.bsky.social · 07/06/2026
New Fable trailer just dropped, very proud to be part of this super talented team! www.youtube.com/watch?v=3iW1...
youtube.com
Fable | XBOX Games Showcase 2026
YouTube video by XBOX
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Reposted by Kostas Anagnostou
The Forge Interactive @theforge.dev · 04/06/2026
🎮Graphics Programmers! Ready to shape the future of advanced rendering? Submit your proposal for GPU Zen 5, the next volume in the acclaimed GPU ZEN series, today! 📅 Deadline: July 5, 2026 📩Submit to: gpuzen@theforge.dev 🔗 gpuzen.blogspot.com #GraphicsProgramming #Rendering #GameDev #Authors #GPU
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Reposted by Kostas Anagnostou
Ruben Osorio @osor.io · 28/05/2026
Indeed! Used this a while ago to make a 24-bit hash optimized for GPU and got some really really good wins compared to the commonly used version of PCG out there. The full-rate 24-bit multiply-adds are the real workhorse of it 🧡 www.shadertoy.com/view/l3K3zR
shadertoy.com
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Kostas Anagnostou @kostasanagnostou.bsky.social · 25/05/2026
On some GPUs (eg GCN/RDNA) 24bit integer muls/mads are 4x faster than 32bit ones. 24bit instructions are not exposed in HLSL/GLSL but you can encourage the compiler to use the 24bit intrinsics by zeroing the 8 most significant bits, if the range allows it, for faster integer muls/mads.
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Reposted by Kostas Anagnostou
Adam Sawicki @asawicki.info · 23/05/2026
Floor and Ceil Versus Denormals on CPU and GPU -- new article on my blog asawicki.info/news_1802_fl...
asawicki.info
Floor and Ceil Versus Denormals on CPU and GPU
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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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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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Kostas Anagnostou @kostasanagnostou.bsky.social · 10/05/2026
Introducing AMD DGF SuperCompression - AMD GPUOpen gpuopen.com/learn/introd...
gpuopen.com
Introducing AMD DGF SuperCompression - AMD GPUOpen
AMD DGF SuperCompression (DGFS) cuts DGF geometry file sizes while preserving exact block reconstruction and enabling fast decode to either DGF blocks or conventional meshlets for cross-device deploym...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 27/04/2026
Agility SDK 1.720-preview has been released with Linear Algebra Matrix support which replaces Cooperative Vectors and WaveMMA for hardware accelerated matrix operations, access to wave threadgroup index, and increased groupshared memory among others. devblogs.microsoft.com/directx/shad...
devblogs.microsoft.com
Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview - DirectX Developer Blog
Overview Today, we are pleased to announce that Shader Model 6.10 and other features have been officially released with Agility SDK 1.720-preview and complementary DXC 1.10.2605.2. AgilitySDK 1.720-pr...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 19/04/2026
Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method jcgt.org/published/00...
jcgt.org
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Reposted by Kostas Anagnostou
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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Kostas Anagnostou @kostasanagnostou.bsky.social · 11/04/2026
This is a big gotcha and worth bearing in mind when binding resources with root descriptors: unlike descriptor tables there is no out of bounds checks. OOB reads and writes are undefined behaviour, better avoid them in all cases to be safe (static.graphicsprogrammingconference.com/public/2025/...)
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Kostas Anagnostou @kostasanagnostou.bsky.social · 11/04/2026
How Variable Rate Compute Shaders Improved GPU Performance in DOOM: The Dark Ages developer.microsoft.com/en-us/games/...
developer.microsoft.com
How Variable Rate Compute Shaders Improved GPU Performance in DOOM: The Dark Ages
A closer look at how a close engineering collaboration between id Software and Xbox ATG brought DOOM: The Dark Ages to life.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 04/04/2026
Useful table summarising the various ways to pass resource descriptors to a shader via a root signature (from static.graphicsprogrammingconference.com/public/2025/...)
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Reposted by Kostas Anagnostou
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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Kostas Anagnostou @kostasanagnostou.bsky.social · 31/03/2026
Nvidia's GDC 2026 presentation recordings are now online youtube.com/playlist?lis...
youtube.com
GDC 2026 | Session Replays - YouTube
Watch our GDC 2026 sessions on-demand, which explore how NVIDIA RTX™ neural rendering and AI are defining the next era of gaming.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 30/03/2026
A walkthrough of a selection of Tomb Raider III’s rendering techniques, good read! medium.com/@reinigdavid...
medium.com
Old school rendering rant - Tomb Raider
Sometimes, it’s interesting to look back into the past. Especially in gaming, where we have graphics hardware capable of processing…
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Kostas Anagnostou @kostasanagnostou.bsky.social · 29/03/2026
How many branches can your CPU predict? lemire.me/blog/2026/03...
lemire.me
How many branches can your CPU predict?
Modern processors have the ability to execute many instructions per cycle, on a single core. To be able to execute many instructions per cycle in practice, processors predict branches. I have made the...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 28/03/2026
Great collection of extensive articles on the architecture of a large number of (older) consoles, good read! www.copetti.org/writings/con...
copetti.org
Architecture of Consoles | A Practical Analysis
Understanding the evolution of consoles through their architecture
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Kostas Anagnostou @kostasanagnostou.bsky.social · 21/03/2026
Avoid using ternary operations on methods, eg i>0? foo(x):foo(y), as the compiler may calculate both sides and select the output instead of adding a branch. Use the ternary on the inputs if possible or add an actual branch: godbolt.org/z/5Efr7qaP7. Worth considering in shadergraphs as well.
godbolt.org
Compiler Explorer - HLSL (RGA 2.6.2 (DXC 1.7.2207))
Buffer<float> someData; RWBuffer<float> output; //random function that does some work float ProcessData(uint2 coords) { float result = someData[coords.x] + someData[coords.y]; result = pow(re...
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Reposted by Kostas Anagnostou
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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Reposted by Kostas Anagnostou
Alex Tardif @longbool.bsky.social · 15/03/2026
GPU Tracing Participating Media alextardif.com/Participatin... Just some HLSL this time :-) Not a long form post, I've been reading PBR and maybe this will be helpful to share!
Path traced volume of a bunnyPath traced volume of a bunny with an emissive centerPath traced volume of a bunnyPath traced living room with a homogeneous fog volume
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Kostas Anagnostou @kostasanagnostou.bsky.social · 12/03/2026
DirectX new tooling features and improvements announced at GDC devblogs.microsoft.com/directx/dire...
devblogs.microsoft.com
DirectX: Bringing Console-Level Developer Tools to Windows - DirectX Developer Blog
On March 12th 2026 the DirectX team, together with our hardware partners, hosted DirectX: Bringing Console-Level GPU Developer Tools to Windows at GDC.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 09/03/2026
A self-contained, portable implementation of Adobe's OpenPBR 1.0 BSDF 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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Kostas Anagnostou @kostasanagnostou.bsky.social · 08/03/2026
The compute shader rasteriser with clipping, backface culling and texturing works ok as a drop-in replacement of the gbuffer pass. Triangle per thread processing introduces too much divergence in terms of pixel area and clipping can produce 1/2
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Kostas Anagnostou @kostasanagnostou.bsky.social · 05/03/2026
Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...
youtube.com
Battlefield 6: Pushing visual fidelity while optimizing for all hardware
YouTube video by Graphics Programming Conference
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Reposted by Kostas Anagnostou
Pablo Zurita @pzurita.bsky.social · 05/03/2026
I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions. irradiance.ca/posts/micros...
Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 03/03/2026
Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...
rastergrid.com
Vulkan memory barriers and image layouts explained – RasterGrid | Software Consultancy
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Kostas Anagnostou @kostasanagnostou.bsky.social · 01/03/2026
First stab at a compute shader rasteriser with albedo, uv and normal interpolation, clipping and depth testing. Works but it is 870x slower than the hardware rasterised version on the RTX 3080 mobile at 1080p.
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