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Sébastien Lagarde

@seblagarde.bsky.social
1K followers 242 following 7 posts

Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. seblagarde.wordpress.com

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Sébastien Lagarde @seblagarde.bsky.social · 02/07/2026
Hey everyone. A reminder that the deadline for graphic article proposal for GPU Zen 5 is approaching quickly. Sharing knowledge is the best way to learn!
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ceruleite.bsky.social @ceruleite.bsky.social · 04/06/2026
Advances in Real-Time Rendering in Games will be returning SIGGRAPH 2026... The course will be on Tuesday of SIGGRAPH, room and other details TBD. Cool talks lined up - stay tuned for more info.
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Sébastien Lagarde @seblagarde.bsky.social · 04/06/2026
Call for author gpu zen 5 is open!
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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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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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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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Alan Wolfe @demofox.bsky.social · 17/08/2025
Derivatives, Gradients, Jacobians and Hessians – Oh My! New mathy blog post to try and make some scary sounding terms less scary. blog.demofox.org/2025/08/16/d...
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.
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ceruleite.bsky.social @ceruleite.bsky.social · 06/08/2025
It's time to share the program for the 2025 Advances in Real-time Rendering in Games. Check out all the details here: advances.realtimerendering.com/s2025/index.... and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
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ceruleite.bsky.social @ceruleite.bsky.social · 08/06/2025
Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness! Program: enginearchitecture.org/2025.htm Register: tinyurl.com/register4rea... See you there!!
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JCGT announcements @handle.invalid · 16/05/2025
An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...
realtimerendering.com
JCGT is moving along | Real-Time Rendering
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mjp @mjp123.bsky.social · 14/04/2025
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you! therealmjp.github.io/posts/to-ear...
therealmjp.github.io
To Early-Z, or Not To Early-Z
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...
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The Forge Interactive @theforge.dev · 01/05/2025
🎮 Graphics Programmers! Ready to shape the future of rendering? Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series! 📅 Deadline: May 17, 2025 📩Submit to: wolfgang.engel@gmail.com 🔗 gpuzen.blogspot.com #GraphicsProgramming #Rendering #GameDev #GPUZen #GPU
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Nicolas Lopez @nicolas-lopez.bsky.social · 17/03/2025
Tired, lack of sleep, but thrilled to be at San Francisco for #GDC25, for the launch of #AssassinsCreedShadows , to share and give back to the awesome rendering community. schedule.gdconf.com/session/rend...
schedule.gdconf.com
Rendering 'Assassin's Creed Shadows'
20th March, 2025 11:00am - 12:00pm - Assassin's Creed Shadows is a large systemic open world game with dynamic time of day cycles, a s...
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MΛX @m4xc.bsky.social · 12/03/2025
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :) github.com/mxcop/src-dgi
github.com
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
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c0de517e.bsky.social @c0de517e.bsky.social · 02/03/2025
REAC 2025 has been announced! Call for submissions is not OPEN! Deadline is March 28th. Our submission process is simple, give it a try! Make a good case for your presentation and see you at REAC! enginearchitecture.org/2025.htm
enginearchitecture.org
REAC: 2025 Conference.
REAC: Rendering Engine Architecture Conference.
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Inigo Quilez @iquilezles.bsky.social · 22/02/2025
#mathematics #math
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Ignacio Castano @icastano.bsky.social · 20/02/2025
I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out! www.ludicon.com/castano/blog...
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JCGT announcements @handle.invalid · 19/02/2025
GPU Friendly Laplacian Texture Blending jcgt.org/published/00...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 15/02/2025
Good read on Intel’s new Battlemage GPU, discussing among others architecture, instruction throughput, global memory/local memory/cache bandwidth, atomics and PCIe link. chipsandcheese.com/p/intels-bat...
chipsandcheese.com
Intel’s Battlemage Architecture
Intel’s Alchemist architecture gave the company a foot in the door to the high performance graphics segment.
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c0de517e.bsky.social @c0de517e.bsky.social · 11/02/2025
A new article appears! Finally I had the time to talk about gradient descent :) c0de517e.com/019_autoinig...
c0de517e.com
Learning to differentiably rasterize.
Angelo Pesce's homepage & blog on computers, graphics and other things.
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mjp @mjp123.bsky.social · 11/02/2025
JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...
bsky.app
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MΛX @m4xc.bsky.social · 25/01/2025
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-...
m4xc.dev
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
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Rune Skovbo Johansen @runevision.bsky.social · 23/01/2025
New dithering method dropped I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works. Explainer video: www.youtube.com/watch?v=HPqG... Source repository: github.com/runevision/D... #gamedev #vfx
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Kostas Anagnostou @kostasanagnostou.bsky.social · 18/12/2024
For an example of how a UNet can be used in the context of temporal upscaling I recommend this Siggraph 2024 presentation community.arm.com/cfs-file/__k...
community.arm.com
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Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same. The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 10/12/2024
Thread divergence during constant buffer reads can have a big perf impact, this presentation discusses how to detect this on NVidia GPUs using GPU Trace and Shader profiler. Also shows how useful access to ISA is for understanding what the shader does under the hood. www.youtube.com/watch?v=HSsP...
youtube.com
How to Improve Shader Performance by Resolving LDC Divergence
YouTube video by NVIDIA Game Developer
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Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
Plain slides here: 1drv.ms/p/s!AqBt0HDa... (OneDrive / online PowerPoint seems a bit cursed, so you may need to give it some time and/or retry it a bunch)
1drv.ms
Rendering tiny glades with entirely too much ray marching.pptx
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Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024: www.youtube.com/watch?v=jusW... It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
youtube.com
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
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François Guthmann @frguthmann.bsky.social · 04/12/2024
The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy ! www.youtube.com/watch?v=sHFb... gpuopen.com/presentation...
youtube.com
Occupancy Explained Through the AMD RDNA™ Architecture
YouTube video by Graphics Programming Conference
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Krzysztof Narkowicz @knarkowicz.bsky.social · 04/12/2024
Graphics Programming Conference 2024 talks are up. Looking forward to learning the new Tomasz magic :) www.youtube.com/playlist?lis...
youtube.com
Graphics Programming Conference 2024 - YouTube
The Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and “masterclass” workshops with...
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Jendrik Illner @jendrikillner.bsky.social · 30/11/2024
I often get asked about my book recommendations for graphics programming and game development. I updated my old list and made it easier to find on my website. With Black Friday/Cyber Monday, many are on sale right now (at least in Canada/US) www.jendrikillner.com/books/
Collection of cover images from the books included on the list
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Nicolas Lopez @nicolas-lopez.bsky.social · 23/11/2024
We're very close to the release date of GPU Zen 3! a.co/d/gRPy2Ff
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Asher Zhu @vuthric.bsky.social · 08/11/2024
Hi, you may have seen my concept video of the physically correct slime before I'm releasing a new trailer about the slime's game designs this month - I quitted my job to turn the idea into a real game Just moved to bsky, follow me to keep up with the journey of the 🟢! #gamedev #techart #indiedev
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Kostas Anagnostou @kostasanagnostou.bsky.social · 20/11/2024
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation..., they are missing notes though so to fill in the gaps I recommend this great post from 2023: gpuopen.com/learn/occupa...
gpuopen.com
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Kostas Anagnostou @kostasanagnostou.bsky.social · 18/11/2024
"Real-time denoising of importance sampled direct lighting", MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/c...
aaltodoc.aalto.fi
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Kostas Anagnostou @kostasanagnostou.bsky.social · 17/11/2024
Digital Dragons 2024 Technical Presentation recordings, including several rendering related ones t.co/cef7qJqeFN
t.co
https://www.youtube.com/watch?v=h0c83RnEMSo&list=PLqUbLv3b1v3fWCYLzkDzd5DAyi6j6fW37
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Sébastien Lagarde @seblagarde.bsky.social · 16/11/2024
I would love to get such analysis of research papers but apply to graphic field. Like doing it on Siggraph paper database (recommended video in french) : youtu.be/1xe3zy2mU2M?...
youtu.be
Ce réseau décrypte 150 ans de découvertes scientifiques
YouTube video by Fouloscopie
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Eric Lengyel @ericlengyel.bsky.social · 12/11/2024
And here are the slides from my game engine architecture talk at Virginia Tech last week. These are mostly an outline of the topics I discussed while showing a bunch of real-time demos, so they don't contain much of the content of the talk, unfortunately. terathon.com/vtgame_lengy...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 13/11/2024
Some details about the great strand hair tech used in Dragon Age: Veilguard. A 6.5ms budget for hair rendering is very impressive! www.ea.com/technology//...
ea.com
Bringing Locks to Life With Strand Hair Technology in Dragon Age: The Veilguard
See how Frostbite and BioWare took Strand Hair tech to the next level, simulating up to 50,000 individual strands for over 100 hairstyles in Dragon Age: The Veilguard.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 12/11/2024
Absolutely huge list of (mostly) graphics related resources, not all links are still active but you're bound to find something interesting in there tfpsly.free.fr/bookmarks.html
tfpsly.free.fr
Technical links
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Brian Karis @briankaris.bsky.social · 15/11/2024
Significant new work on LOD of aggregates! mangosister.github.io/scene_agn_si...
mangosister.github.io
Efficient Scene Appearance Aggregation for Level-of-Detail Rendering
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