Reposted by Sylvain Meunier John Parsaie @parsaie.bsky.social · 05/09/2026< 1000 lines of code API surface, you have my attention 0101
Reposted by Sylvain Meunier Nicolas Barradeau @nicoptere.bsky.social · 30/08/2026Non Photorealistic Rendering progress, it starts looking good 😀 at least that's what I had in mind ! ~158 Kb geometry, need to optimize the splines. rendered in #threejs 4545
Reposted by Sylvain Meunier mjp @mjp123.bsky.social · 22/08/2026WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...github.com 23812
Reposted by Sylvain Meunier Amélie Heinrich @dispatchgraph.bsky.social · 10/08/2026I am looking for full-time work starting October. I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits. DMs open. RTs appreciated! 13316
Reposted by Sylvain Meunier Krzysztof Narkowicz @knarkowicz.bsky.social · 08/08/2026It'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 0308
Reposted by Sylvain Meunier Adam Sawicki @asawicki.info · 05/08/2026D3d12info 3.19.0 released with lots of updates: new Agility SDK 1.619.5 / 1.721.3-preview, new NVAPI R610, new AMD device_info v1.0. github.com/sawickiap/D3...github.comRelease 3.19.0 · sawickiap/D3d12infoChanges: Updated DirectX 12 Agility SDK to 1.619.5 / 1.721.3-preview (#45 - thanks @Dragon31337). Replaced D3D12_FEATURE_D3D12_OPTIONS_MLIR with D3D12_FEATURE_MLIR_COMPUTE_GRAPH_SUPPORT and D3D12... 021
Reposted by Sylvain Meunier Christoph Peters @momentsingraphics.bsky.social · 20/06/2026When you transition from rasterization to ray tracing, you may want to compute camera rays based on a 4x4 world to clip space matrix. My new blog post shows why the obvious approach for that fails and provides code for a reliable alternative: momentsingraphics.de/CameraRays.h... 0465
Reposted by Sylvain Meunier AMD GPUOpen @gpuopen.bsky.social · 18/05/2026Big news for developers! FSR Upscaling 4.1 is coming to AMD RDNA 3 architecture GPUs in July! 🎉 🖥️ Expanding beyond RDNA 4 to Radeon RX 7000 Series. 🔧 FSR SDK update coming in July. 📰 Stay tuned to GPUOpen for more info. Learn more about the SDK ⬇️ gpuopen.com/amd-fsr-sdk/...gpuopen.comAMD FSR SDK - AMD GPUOpenAMD FSR™ SDK v2.2 is the launchpad for our ML-based FSR 1246
Reposted by Sylvain Meunier DeanoC @deanoc.bsky.social · 30/04/2026The plausible move on a modern APU: skip the device copy. Host and device share RAM — why pretend? I tried it on an LLM runtime. Got a 2.2× slowdown on a Radeon 890M. Here's what's quietly hiding in the HIP API. 🧵 1/10 121
Reposted by Sylvain Meunier AMD GPUOpen @gpuopen.bsky.social · 10/04/2026Introducing MiniDXNN: a new MLP library built for #DirectX12 HLSL, enabling neural rendering without compute API interop: 🧠 Optimized MLP inference kernels. ⚡ Acceleration via cooperative vector APIs. 🎮 Sample apps & full source code. Get started ⬇️ gpuopen.com/learn/minidx...gpuopen.comIntroducing MiniDXNN: MLP library for DirectX 12 - AMD GPUOpenMiniDXNN is a native HLSL and DirectX 12 library for lightning-fast MLP inference leveraging AMD Radeon™ RX 9000 series matrix cores via cooperative vector APIs, delivering optimized kernels, samples, full source and docs to remove compute interop friction. 1295
Reposted by Sylvain Meunier mmalex @mmalex.bsky.social · 06/03/2026oh that is awesome, well deserved! congrats @ocornut.bsky.social 47112
Reposted by Sylvain Meunier Kostas Anagnostou @kostasanagnostou.bsky.social · 12/01/2026Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...jcgt.org 0259
Reposted by Sylvain Meunier Ryan Schmidt @rms80.bsky.social · 13/01/2026Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...gradientspace.comGradientspace Graph Beta — gradientspaceI have released an initial version of Gradientspace Graph (GSGraph), a new C#-based NodeGraph Programming environment that also supports inline text-coding in C# and Python (and LLM-based CodeNode gen... 56217
Reposted by Sylvain Meunier Dieter @dieter-debaets.bsky.social · 08/01/2026New blog post is finally up: (Ab)using Shader Execution Reordering. A bit of outside the box usage of SER (for better or worse). debaetsd.github.io/posts/ser/debaetsd.github.io(Ab)using Shader Execution Reordering - Dieter's BlogNotes on creative usage of shader execution reordering 0337
Sylvain Meunier @meuns.bsky.social · 09/01/2026Is there any agentic 3d engine being developed? I'm curious to see what current agents know about graphics API and rendering in general. 000
Reposted by Sylvain Meunier Fabrizio Espindola @fabrizioespindola.bsky.social · 22/12/2025Some procedural shapes I made in Unity and Desmos while writing my book "Shaders & Procedural Shapes." Should I add more? The link in case you're interested ✨ jettelly.com/store/visual... #indiedev #gamedev #unity3d 416918
Reposted by Sylvain Meunier Pablo Zurita @pzurita.bsky.social · 20/12/2025I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement. irradiance.ca/posts/micros... 15014
Reposted by Sylvain Meunier Colin Riley @domipheus.bsky.social · 16/12/2025Hey @dachsjaeger.bsky.social - regarding the FG overlay advice, I can give some background here. I said most of this at a previous GDC Q&A, but the new release is obviously after my involvement so may have changed since. At the time FSR3 FG was in dev, many overlays and apps were not expecting... 1283
Reposted by Sylvain Meunier Arseny Kapoulkine @zeux.io · 08/12/2025After 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/v1meshoptimizer.org🐇 meshoptimizer v1.0Mesh optimization library that makes meshes smaller and faster to render 924975
Reposted by Sylvain Meunier Jakub Boksansky @boksajak.bsky.social · 25/11/2025This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault: tomclabault.github.io/blog/2025/re...tomclabault.github.io ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault Tom Clabault's website 04312
Reposted by Sylvain Meunier Pekka Väänänen @pekkavaa.bsky.social · 15/10/2025A cool collection of monitor and sensor filter subpixel patterns geometrian.com/resources/su...geometrian.comSubpixel Zoo: A Catalog of Subpixel GeometryDisplay devices show color by illuminating small flat-color 'subpixels'—typically red, green, blue. They can be arranged in many ways. This page intends to be an exhaustive gallery of all subpixel… 1227
Reposted by Sylvain Meunier Kostas Anagnostou @kostasanagnostou.bsky.social · 23/11/2025The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...interplayoflight.wordpress.comSpatial hashing for raytraced ambient occlusionSubdividing a 3D space into cells or voxels and using positional and/or directional information to directly index into it is a popular method to store and access local data, typically using 3D text… 410429
Reposted by Sylvain Meunier David Coeurjolly @dcoeurjo.bsky.social · 21/11/2025The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers. More details in the 'Volunteering' section of the home page.replicabilitystamp.orgGraphics Replicability Stamp Initiative 11611
Reposted by Sylvain Meunier Omar @ocornut.bsky.social · 05/11/2025Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui ! 09549
Reposted by Sylvain Meunier mamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 01/11/2025interesting imgui wrapper github.com/Sven-vh/ImRe...github.comGitHub - Sven-vh/ImReflect: Reflection-based ImGui wrapperReflection-based ImGui wrapper. Contribute to Sven-vh/ImReflect development by creating an account on GitHub. 0111
Reposted by Sylvain Meunier Kingsley Hopking @beardyking.bsky.social · 02/11/2025Hi Engine/graphics friends. There are a few position open at Hello games over in Guildford. Jr - Graduate level (programmer) hellogames.org/jobs/junior-... Mid - Sr level (engine/graphics) hellogames.org/jobs/graphic... Note: I’m not affiliated with hello games just want to help boost openings 0228
Reposted by Sylvain Meunier Daniel Schroeder @dan5sch.bsky.social · 18/08/2025Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread. 1328356
Reposted by Sylvain Meunier Marco Castorina @marcocastorina.bsky.social · 18/10/2025We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon! 0112
Reposted by Sylvain Meunier Scott Anderson @impossible.bsky.social · 16/10/2025I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfxyoutube.comNeokineogfxReturning Art to the Engineering of Technical GPU Generated Graphics 12210
Reposted by Sylvain Meunier Pjbomb2 @pjbomb2.bsky.social · 02/10/2025Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"? If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips? 1147
Reposted by Sylvain Meunier Martin-Karl @doragonhanta.bsky.social · 02/10/2025The 16_ray_query tutorial is out! Learn Monte Carlo path tracing with Vulkan's ray query extension in compute shaders, an alternative to traditional RT pipelines. Bonus sections: • Shadow terminator • Shading normal github.com/nvpro-sample...github.comvk_raytracing_tutorial_KHR/raytrace_tutorial at v2 · nvpro-samples/vk_raytracing_tutorial_KHRRay tracing examples and tutorials using VK_KHR_ray_tracing - nvpro-samples/vk_raytracing_tutorial_KHR 3799
Reposted by Sylvain Meunier Arseny Kapoulkine @zeux.io · 30/09/2025New 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... 116655
Reposted by Sylvain Meunier Nicolas Lopez @nicolas-lopez.bsky.social · 30/09/2025Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...youtu.beRAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)YouTube video by SIGGRAPH Advances in Real-Time Rendering 0253
Reposted by Sylvain Meunier Adam Sawicki @asawicki.info · 30/09/2025DirectX 12 Agility SDK 1.618.1 shipped with support for tight alignment of resources. D3D12MA is ready for it - just grab the latest code from "master" branch, pair it with the latest Agility SDK and it will work automatically. github.com/GPUOpen-Libr...github.comGitHub - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator: Easy to integrate memory allocation library for Direct3D 12Easy to integrate memory allocation library for Direct3D 12 - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator 041
Reposted by Sylvain Meunier ceruleite.bsky.social @ceruleite.bsky.social · 30/09/2025#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index.... 08122
Reposted by Sylvain Meunier Martin Fuller @martinfuller.bsky.social · 30/09/2025Jobs available with Microsoft graphics: devblogs.microsoft.com/directx/sigm...devblogs.microsoft.comThe Silicon, Graphics, Media and AI (SiGMA) team is hiring! - DirectX Developer BlogDo you want to be a part of the Silicon, Graphics, Media and AI (SiGMA) platform team? We are hiring for multiple positions – if you’re interested in knowing more about opportunities in SiGMA, please ... 177
Reposted by Sylvain Meunier Colin Riley @domipheus.bsky.social · 30/09/2025Looking for a new challenge? We are hiring for remote C++ dev roles in the UK: www.linkedin.com/posts/colinr...linkedin.comIntermediate C++ Programmer | Notion | Colin RileyThere is still time to apply for our C++ Developer role at JECO! UK based, fully remote. You will be primarily working on our apps, including automated optimization toolchains for Unreal Engine. We'r... 021
Reposted by Sylvain Meunier Colin Riley @domipheus.bsky.social · 16/09/2025A significant amount of tech tuber "game dev" hot takes could be disproved (or, less frequently - proven) with a single pix or renderdoc capture. Following some basic frame profiler guides could dramatically improve content in this space. 172
Reposted by Sylvain Meunier Kostas Anagnostou @kostasanagnostou.bsky.social · 03/09/2025Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...youtube.comAdvances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. KakkarYouTube video by Academy Software Foundation 04711
Reposted by Sylvain Meunier John Parsaie @parsaie.bsky.social · 27/08/2025Finally snapped: made a Vulkan layer that auto-labels objects with a stack trace at creation time. Now the validation layer can just tell me what I forgot to release on vkDestroyDevice :) 2202
Reposted by Sylvain Meunier Jeremy Laumon @jeremy.laumon.name · 26/08/2025Another one that looks cool (and maybe more interesting to people that follow me!). Maybe not remote, but it's a pet friendly studio! jobs.arrowheadgamestudios.com/jobs/6282206...jobs.arrowheadgamestudios.comSenior Engine Programmer - Arrowhead Game StudiosWe are now looking for a Senior Engine Programmer. If you’re looking to make the best co-op games in the world, you’ve come to the right place. We're proud to have some of the best game makers ... 185
Reposted by Sylvain Meunier Krzysztof Narkowicz @knarkowicz.bsky.social · 26/08/2025MegaLights slides were just posted online. There's a bunch of details in slide notes if you're curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space. 35213
Reposted by Sylvain Meunier ceruleite.bsky.social @ceruleite.bsky.social · 26/08/2025#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen are now online: advances.realtimerendering.com/s2025/index.... 03312
Reposted by Sylvain Meunier Kostas Anagnostou @kostasanagnostou.bsky.social · 20/08/2025Pointer Tagging in C++: The Art of Packing Bits Into a Pointer vectrx.substack.com/p/pointer-ta...vectrx.substack.comPointer Tagging in C++: The Art of Packing Bits Into a PointerUsing tagged pointers to save memory, speed up dynamic dispatch, and compact data structures 0508
Reposted by Sylvain Meunier Vincent Pancaldi @sota.fr · 20/08/2025Not the slides, but some information here: www.linkedin.com/pulse/local-...linkedin.comLocal Lights in HypeHype! 🎉Walkthrough of a HypeHype game relit with local lights. When I joined HypeHype, one of the most requested yet technically challenging features was missing: local lights. 052
Reposted by Sylvain Meunier Kostas Anagnostou @kostasanagnostou.bsky.social · 19/08/2025Anno 1800: Frame Analysis blog.thomaspoulet.fr/posts/anno-1...blog.thomaspoulet.frAnno 1800: Frame Analysis | Thomas PouletIn depth analysis of the steps required to get a frame from Anno 1800 onto the screen. 1339
Reposted by Sylvain Meunier Niklas Lundberg @datgame.bsky.social · 17/08/2025Who wants to play a game of CompatTelRunner.exe today? I know it's a CPU hog causing high fan noise, but it'll only take 20 minutes. @Windows 021
Sylvain Meunier @meuns.bsky.social · 16/08/2025Are the slides of "Stochastic Tile-Based Lighting in HypeHype" available anywhere? 120
Reposted by Sylvain Meunier Adam Sawicki @asawicki.info · 15/08/2025This is the project I've made solo during Slavic Game Jam 2025. Nothing fancy, not even a game, just 5 interactive shaders, to learn how to do custom GLSL shaders in Godot (incl. temporal feedback). Source code included. reg-697500.itch.io/shader-symbi...reg-697500.itch.ioShader Symbiosis by RegNo game, just interactive shaders - experiments with GPU programming in Godot 195