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Nicolas Lopez

@nicolas-lopez.bsky.social
606 followers 243 following 80 posts

Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.

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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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Reposted by Nicolas Lopez
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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Reposted by Nicolas Lopez
Digital Foundry @digitalfoundry.bsky.social · 18/07/2026
Assassin's Creed Black Flag Resynced: Our Optimised Settings For A Terrific PC Release.
digitalfoundry.net
Assassin's Creed Black Flag Resynced: Our Optimised Settings For A Terrific PC Release
No storms face this port.
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Oliver Mackenzie @oliemack.bsky.social · 14/07/2026
The latest Assassin’s Creed offers an excellent visual experience on all consoles. For the discerning user though, PS5 Pro is a step above. youtu.be/Qs4rAV91tfQ?...
youtu.be
Assassin's Creed Black Flag Resynced Review: Great On All Consoles- But Best On PS5 Pro
YouTube video by Digital Foundry
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Oliver Mackenzie @oliemack.bsky.social · 08/07/2026
Black Flag Resynced is an unexpected technical triumph and one of the most impressive remakes I’ve seen. Here’s my video, based on an interview with key members of the development staff.
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Nicolas Lopez @nicolas-lopez.bsky.social · 08/07/2026
Tomorrow is release day! I'm incredibly proud to finally see Assassin's Creed Black Flag Resynced in players' hands, and especially excited to see the technical deep dive from Digital Foundry. www.youtube.com/watch?v=23SX...
youtube.com
Assassin's Creed Black Flag Resynced Tech Review: A Stunning, Cutting-Edge Upgrade
YouTube video by Digital Foundry
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Nicolas Lopez @nicolas-lopez.bsky.social · 02/07/2026
If you saw some sexy girls on my account, obvioulsy it got hacked :) I prefer to talk about nice graphics here :)
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Nicolas Lopez @nicolas-lopez.bsky.social · 01/07/2026
For anyone curious about the rendering technology behind #AssassinsCreedBlackFlagResynced, here are a few details in this PlayStation Blog post (PSSR, RTGI, Micropoly, Atmos, ..), which I had the chance to write with Jussi. #AssassinsCreed blog.playstation.com/2026/06/29/a...
blog.playstation.com
Assassin’s Creed Black Flag Resynced: PS5 Pro enhancements detailed
Details on upgraded PSSR visuals, a deeply immersive Caribbean, and more arriving July 9.
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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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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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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 · 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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Nicolas Lopez @nicolas-lopez.bsky.social · 23/04/2026
Really happy to show what I’ve been working on lately! #AssassinsCreed
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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 · 19/04/2026
Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method jcgt.org/published/00...
jcgt.org
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Nicolas Lopez @nicolas-lopez.bsky.social · 15/04/2026
In this video series, the team and I dive into some of the tech behind Assassin’s Creed Shadows, and what powers the Anvil engine. We cover Atmos, Large-Scale Rendering, Micropolygon, and Ray Tracing. #Anvil #AssassinsCreed #AssassinsCreedShadows www.youtube.com/playlist?lis...
youtube.com
Anvil Engine - YouTube
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Reposted by Nicolas Lopez
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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Nicolas Lopez @nicolas-lopez.bsky.social · 31/03/2026
I contributed to this PlayStation Blog post about PSSR2 in Assassin’s Creed Shadows. Check it out! #AssassinsCreedShadows blog.playstation.com/2026/03/31/p...
blog.playstation.com
PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!
Next-gen PSSR tech elevates image quality across every visual mode.
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Nicolas Lopez @nicolas-lopez.bsky.social · 13/03/2026
Our Micropolygon pipeline (MPH) rendering the NVIDIA Zorah demo assets in #Anvil. Zorah is composed of nearly 500 million triangles — but that doesn’t scare us 🙂
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Nicolas Lopez @nicolas-lopez.bsky.social · 12/03/2026
Running #NVIDIA’s Zorah assets in #Anvil. Our Micropolygon (MPH) pipeline streams massive geometric detail, enabling film-level complexity in real time. MPH already shipped in #AssassinsCreedShadows, scaling from Switch 2 all the way up to high-end PCs. schedule.gdconf.com/session/micr...
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Nicolas Lopez @nicolas-lopez.bsky.social · 08/03/2026
Great to see renewed interest in #AssassinsCreedUnity following the new 60fps patch. If you’re curious about some of the tech behind it— global illumination and early GPU-driven pipeline —I shared a few details in my GDC talk. youtu.be/yj5pYktC3X8?... #AssassinsCreed
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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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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 · 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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Krzysztof Narkowicz @knarkowicz.bsky.social · 24/02/2026
Float to R8_UNorm conversion has a permitted tolerance of 0.6ulp in the DX spec. 0.55/255 on some GPUs rounds down to 0 and on others rounds up to 1/255. Dangerous behavior when R8_UNorm NumFramesAccumulated=0 is used by a denoiser to mark invalid history... microsoft.github.io/DirectX-Spec...
microsoft.github.io
Direct3D 11.3 Functional Specification
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Simon Rodriguez @kosua20.simonrodriguez.fr · 21/02/2026
[BLOG] A frame analysis of Dark Souls III blog.simonrodriguez.fr/articles/202... A detailed look at how the FromSoftware game renders a frame, with step-by-step comparisons and explanations.
blog.simonrodriguez.fr
Simon Rodriguez
Renderistically - Simon Rodriguez
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Jakub Boksansky @boksajak.bsky.social · 20/02/2026
I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now. Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP... The book is available on Amazon.
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Jiayin Cao @jiayincao.bsky.social · 20/02/2026
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book. We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year. The book is now available on Amazon.
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Björn Ottosson - making Island Architect @bottosson.bsky.social · 11/02/2026
I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing. Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out: www.shadertoy.com/view/WX3fRB
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Nicolas Lopez @nicolas-lopez.bsky.social · 20/02/2026
Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
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Kostas Anagnostou @kostasanagnostou.bsky.social · 10/02/2026
I’ve recently been tinkering with MLPs, exploring different ways they might be used in rendering to get a feel for their potential. I also put together a blog post with some initial impressions. interplayoflight.wordpress.com/2026/02/10/a...
interplayoflight.wordpress.com
Adventures in Neural Rendering
In recent years, neural networks have started to find their way into many areas of rendering. While antialiasing and upscaling are probably the most well‑known uses, they’re far from the only ones—…
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Reposted by Nicolas Lopez
Eniko Fox @enikofox.com · 16/01/2026
My blog post about how software rendered depth based occlusion culling in Block Game functions is out now! enikofox.com/posts/softwa... #GameDev #ProcGen 🎮
enikofox.com
Software occlusion culling in Block Game
My GPU is the integrated Radeon Vega 8 that comes with my AMD Ryzen 7 5700G CPU. I tell you this so you know that my workstation is not a graphical computing powerhouse. It is, in fact, quite weak. To...
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Nicolas Lopez @nicolas-lopez.bsky.social · 15/01/2026
I and the team had the chance to talk to @digitalfoundry about our port of #assassinscreedshadow including some behind the scene debug views
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Digital Foundry @digitalfoundry.bsky.social · 15/01/2026
How Ubisoft brought AC Shadows to Switch 2: "Some people called it an impossible port, and it can sound a bit impossible at the beginning... but the key is to understand the specificities of the GPU architecture." www.digitalfoundry.net/features/ass...
digitalfoundry.net
Assassin's Creed Shadows on Switch 2: The Making of an "Impossible Port"
"All the investments we had in scalability really paid off."
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Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
sebastianaaltonen.com
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
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Nicolas Lopez @nicolas-lopez.bsky.social · 13/12/2025
#AssassinsCreedShadows named 2nd best looking game of 2025 by @digitalfoundry. “Anvil at a super next-gen level” made me smile. Countless hours of work behind this—very happy to see it recognized. youtu.be/nZ7pc4M-Uuk?...
youtu.be
Digital Foundry's Best Game Graphics of 2025 - PC/PS5/Xbox/Switch 2 - Another Amazing Year
YouTube video by Digital Foundry
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Nicolas Lopez @nicolas-lopez.bsky.social · 12/12/2025
Huge congrats to #ClairObscurExpedition33! So proud to see a French game take the top spot. An absolutely stunning achievement, your work inspires so many of us. Bravo à toute l’équipe!
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Kostas Anagnostou @kostasanagnostou.bsky.social · 11/12/2025
"Microbenchmarking NVIDIA’s Blackwell Architecture: An in-depth Architectural Analysis", focusing on the tensor cores arxiv.org/pdf/2512.02189
arxiv.org
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Nicolas Lopez @nicolas-lopez.bsky.social · 06/12/2025
It’s a good opportunity to know more about Anvil, the engine that powers #AssassinsCreed, and how we approach tech convergence at Ubi. I love this format. Thanks for the chat @gameengineering.bsky.social youtu.be/vtxXt7E63bQ?...
youtu.be
Anvil - Ubisoft’s engine workflow | Nicolas Lopez
YouTube video by Wookash Podcast
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Guillaume Boissé @gboisse.bsky.social · 05/11/2025
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
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Omar @ocornut.bsky.social · 08/11/2025
Łukasz from Wookash Podcast (@gameengineering.bsky.social) has posted a lengthy conversation I recorded with him a few weeks ago: www.youtube.com/watch?v=2KPU... It's really awkward for me to watch it so I'll assume it's just confused rambling :)
youtube.com
Dear ImGui | On UI Architecture with Omar Cornut
YouTube video by Wookash Podcast
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Kostas Anagnostou @kostasanagnostou.bsky.social · 20/10/2025
ReGIR - An advanced implementation for many-lights offline rendering 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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Kostas Anagnostou @kostasanagnostou.bsky.social · 01/10/2025
"Inside NVIDIA GPUs: Anatomy of high performance matmul kernels", includes a great intro to GPU architecture and PTX/SASS: www.aleksagordic.com/blog/matmul
aleksagordic.com
Inside NVIDIA GPUs: Anatomy of high performance matmul kernels - Aleksa Gordić
From GPU architecture and PTX/SASS to warp-tiling and deep asynchronous tensor core pipelines.
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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 · 23/09/2025
This new video by Timothy Lottes will be the craziest way of programming you've seen for a long time. www.youtube.com/watch?v=RrL7...
youtube.com
Fixing C
YouTube video by Neokineogfx
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ceruleite.bsky.social @ceruleite.bsky.social · 26/08/2025
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social are now online advances.realtimerendering.com/s2025/index....
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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 "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion” talk by Tanki Zhang from NVIDIA are now online advances.realtimerendering.com/s2025/index....
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