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Sylvain Meunier

@meuns.bsky.social
690 followers 1.1K following 224 posts

Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !

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Reposted by Sylvain Meunier
John Parsaie @parsaie.bsky.social · 05/09/2026
< 1000 lines of code API surface, you have my attention
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Nicolas Barradeau @nicoptere.bsky.social · 30/08/2026
Non 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
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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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Amélie Heinrich @dispatchgraph.bsky.social · 10/08/2026
I 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!
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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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Adam Sawicki @asawicki.info · 05/08/2026
D3d12info 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.com
Release 3.19.0 · sawickiap/D3d12info
Changes: 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...
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Christoph Peters @momentsingraphics.bsky.social · 20/06/2026
When 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...
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AMD GPUOpen @gpuopen.bsky.social · 18/05/2026
Big 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.com
AMD FSR SDK - AMD GPUOpen
AMD FSR™ SDK v2.2 is the launchpad for our ML-based FSR
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DeanoC @deanoc.bsky.social · 30/04/2026
The 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
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AMD GPUOpen @gpuopen.bsky.social · 10/04/2026
Introducing 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.com
Introducing MiniDXNN: MLP library for DirectX 12 - AMD GPUOpen
MiniDXNN 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.
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mmalex @mmalex.bsky.social · 06/03/2026
oh that is awesome, well deserved! congrats @ocornut.bsky.social
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Kostas Anagnostou @kostasanagnostou.bsky.social · 12/01/2026
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
jcgt.org
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Ryan Schmidt @rms80.bsky.social · 13/01/2026
Hey 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.com
Gradientspace Graph Beta — gradientspace
I 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...
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Dieter @dieter-debaets.bsky.social · 08/01/2026
New 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 Blog
Notes on creative usage of shader execution reordering
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Sylvain Meunier @meuns.bsky.social · 09/01/2026
Is there any agentic 3d engine being developed? I'm curious to see what current agents know about graphics API and rendering in general.
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Fabrizio Espindola @fabrizioespindola.bsky.social · 22/12/2025
Some 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
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Pablo Zurita @pzurita.bsky.social · 20/12/2025
I 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...
Screenshot of the blog post.
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Colin Riley @domipheus.bsky.social · 16/12/2025
Hey @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...
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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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Jakub Boksansky @boksajak.bsky.social · 25/11/2025
This 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
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Pekka Väänänen @pekkavaa.bsky.social · 15/10/2025
A cool collection of monitor and sensor filter subpixel patterns geometrian.com/resources/su...
geometrian.com
Subpixel Zoo: A Catalog of Subpixel Geometry
Display 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…
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Kostas Anagnostou @kostasanagnostou.bsky.social · 23/11/2025
The 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.com
Spatial hashing for raytraced ambient occlusion
Subdividing 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…
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David Coeurjolly @dcoeurjo.bsky.social · 21/11/2025
The 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.org
Graphics Replicability Stamp Initiative
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Omar @ocornut.bsky.social · 05/11/2025
Funding: 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 !
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mamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 01/11/2025
interesting imgui wrapper github.com/Sven-vh/ImRe...
github.com
GitHub - Sven-vh/ImReflect: Reflection-based ImGui wrapper
Reflection-based ImGui wrapper. Contribute to Sven-vh/ImReflect development by creating an account on GitHub.
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Kingsley Hopking @beardyking.bsky.social · 02/11/2025
Hi 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
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Daniel Schroeder @dan5sch.bsky.social · 18/08/2025
Here'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.
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Marco Castorina @marcocastorina.bsky.social · 18/10/2025
We 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!
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Scott Anderson @impossible.bsky.social · 16/10/2025
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
youtube.com
Neokineogfx
Returning Art to the Engineering of Technical GPU Generated Graphics
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Pjbomb2 @pjbomb2.bsky.social · 02/10/2025
Has 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?
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Martin-Karl @doragonhanta.bsky.social · 02/10/2025
The 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.com
vk_raytracing_tutorial_KHR/raytrace_tutorial at v2 · nvpro-samples/vk_raytracing_tutorial_KHR
Ray tracing examples and tutorials using VK_KHR_ray_tracing - nvpro-samples/vk_raytracing_tutorial_KHR
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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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Nicolas Lopez @nicolas-lopez.bsky.social · 30/09/2025
Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...
youtu.be
RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
YouTube video by SIGGRAPH Advances in Real-Time Rendering
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Adam Sawicki @asawicki.info · 30/09/2025
DirectX 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.com
GitHub - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator: Easy to integrate memory allocation library for Direct3D 12
Easy to integrate memory allocation library for Direct3D 12 - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator
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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....
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Martin Fuller @martinfuller.bsky.social · 30/09/2025
Jobs available with Microsoft graphics: devblogs.microsoft.com/directx/sigm...
devblogs.microsoft.com
The Silicon, Graphics, Media and AI (SiGMA) team is hiring! - DirectX Developer Blog
Do 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 ...
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Colin Riley @domipheus.bsky.social · 30/09/2025
Looking for a new challenge? We are hiring for remote C++ dev roles in the UK: www.linkedin.com/posts/colinr...
linkedin.com
Intermediate C++ Programmer | Notion | Colin Riley
There 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...
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Colin Riley @domipheus.bsky.social · 16/09/2025
A 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.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 03/09/2025
Brief 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.com
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
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John Parsaie @parsaie.bsky.social · 27/08/2025
Finally 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 :)
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Jeremy Laumon @jeremy.laumon.name · 26/08/2025
Another 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.com
Senior Engine Programmer - Arrowhead Game Studios
We 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 ...
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Krzysztof Narkowicz @knarkowicz.bsky.social · 26/08/2025
MegaLights 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.
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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....
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Kostas Anagnostou @kostasanagnostou.bsky.social · 20/08/2025
Pointer Tagging in C++: The Art of Packing Bits Into a Pointer vectrx.substack.com/p/pointer-ta...
vectrx.substack.com
Pointer Tagging in C++: The Art of Packing Bits Into a Pointer
Using tagged pointers to save memory, speed up dynamic dispatch, and compact data structures
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Vincent Pancaldi @sota.fr · 20/08/2025
Not the slides, but some information here: www.linkedin.com/pulse/local-...
linkedin.com
Local 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.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 19/08/2025
Anno 1800: Frame Analysis blog.thomaspoulet.fr/posts/anno-1...
blog.thomaspoulet.fr
Anno 1800: Frame Analysis | Thomas Poulet
In depth analysis of the steps required to get a frame from Anno 1800 onto the screen.
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Niklas Lundberg @datgame.bsky.social · 17/08/2025
Who 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
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Sylvain Meunier @meuns.bsky.social · 16/08/2025
Are the slides of "Stochastic Tile-Based Lighting in HypeHype" available anywhere?
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Adam Sawicki @asawicki.info · 15/08/2025
This 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.io
Shader Symbiosis by Reg
No game, just interactive shaders - experiments with GPU programming in Godot
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