Sébastien Lagarde @seblagarde.bsky.social · 02/07/2026Hey 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! 1189
Reposted by Sébastien Lagardeceruleite.bsky.social @ceruleite.bsky.social · 04/06/2026Advances 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. 2507
Reposted by Sébastien LagardeThe 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 0247
Reposted by Sébastien LagardeKrzysztof Narkowicz @knarkowicz.bsky.social · 24/02/2026Float 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.ioDirect3D 11.3 Functional Specification 0214
Reposted by Sébastien LagardeGuillaume Boissé @gboisse.bsky.social · 05/11/2025New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i... 111438
Reposted by Sébastien LagardeAlan Wolfe @demofox.bsky.social · 17/08/2025Derivatives, 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... 313134
Reposted by Sébastien Lagardeceruleite.bsky.social @ceruleite.bsky.social · 06/08/2025It'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! 26831
Reposted by Sébastien Lagardeceruleite.bsky.social @ceruleite.bsky.social · 08/06/2025Only 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!! 01712
Reposted by Sébastien LagardeJCGT announcements @handle.invalid · 16/05/2025An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...realtimerendering.comJCGT is moving along | Real-Time Rendering 02014
Reposted by Sébastien Lagardemjp @mjp123.bsky.social · 14/04/2025In 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.ioTo Early-Z, or Not To Early-ZDepth 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... 317055
Reposted by Sébastien LagardeThe 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 0138
Reposted by Sébastien LagardeNicolas Lopez @nicolas-lopez.bsky.social · 17/03/2025Tired, 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.comRendering '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... 1161
Reposted by Sébastien LagardeMΛX @m4xc.bsky.social · 12/03/2025I 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-dgigithub.comGitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global IlluminationSurfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi 011519
Reposted by Sébastien Lagardec0de517e.bsky.social @c0de517e.bsky.social · 02/03/2025REAC 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.htmenginearchitecture.orgREAC: 2025 Conference.REAC: Rendering Engine Architecture Conference. 12015
Reposted by Sébastien LagardeInigo Quilez @iquilezles.bsky.social · 22/02/2025#mathematics #math 525944
Reposted by Sébastien LagardeIgnacio Castano @icastano.bsky.social · 20/02/2025I 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... 15218
Reposted by Sébastien LagardeJCGT announcements @handle.invalid · 19/02/2025GPU Friendly Laplacian Texture Blending jcgt.org/published/00... 0498
Reposted by Sébastien LagardeKostas Anagnostou @kostasanagnostou.bsky.social · 15/02/2025Good 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.comIntel’s Battlemage ArchitectureIntel’s Alchemist architecture gave the company a foot in the door to the high performance graphics segment. 0434
Reposted by Sébastien Lagardec0de517e.bsky.social @c0de517e.bsky.social · 11/02/2025A new article appears! Finally I had the time to talk about gradient descent :) c0de517e.com/019_autoinig...c0de517e.comLearning to differentiably rasterize.Angelo Pesce's homepage & blog on computers, graphics and other things. 072
Reposted by Sébastien Lagardemjp @mjp123.bsky.social · 11/02/2025JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...bsky.app 04425
Reposted by Sébastien LagardeMΛX @m4xc.bsky.social · 25/01/2025I 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.devMΛX - Surfel Maintenance for Global IlluminationA comprehensive explanation of my implementation of Surfel probe maintenance. 211631
Reposted by Sébastien LagardeRune Skovbo Johansen @runevision.bsky.social · 23/01/2025New 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 461592384
Reposted by Sébastien LagardeKostas Anagnostou @kostasanagnostou.bsky.social · 18/12/2024For 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 0164
Reposted by Sébastien LagardeTomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024In 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. 11708108
Reposted by Sébastien LagardeKostas Anagnostou @kostasanagnostou.bsky.social · 10/12/2024Thread 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.comHow to Improve Shader Performance by Resolving LDC DivergenceYouTube video by NVIDIA Game Developer 1638
Reposted by Sébastien LagardeTomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024Plain 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.msRendering tiny glades with entirely too much ray marching.pptx 0163
Reposted by Sébastien LagardeTomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024Here'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.comRendering Tiny Glades With Entirely Too Much Ray MarchingYouTube video by Graphics Programming Conference 15451108
Reposted by Sébastien LagardeFrançois Guthmann @frguthmann.bsky.social · 04/12/2024The 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.comOccupancy Explained Through the AMD RDNA™ ArchitectureYouTube video by Graphics Programming Conference 07623
Reposted by Sébastien LagardeKrzysztof Narkowicz @knarkowicz.bsky.social · 04/12/2024Graphics Programming Conference 2024 talks are up. Looking forward to learning the new Tomasz magic :) www.youtube.com/playlist?lis...youtube.comGraphics Programming Conference 2024 - YouTubeThe Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and “masterclass” workshops with... 17822
Reposted by Sébastien LagardeJendrik Illner @jendrikillner.bsky.social · 30/11/2024I 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/ 120246
Reposted by Sébastien LagardeNicolas Lopez @nicolas-lopez.bsky.social · 23/11/2024We're very close to the release date of GPU Zen 3! a.co/d/gRPy2Ff 2589
Reposted by Sébastien LagardeAsher Zhu @vuthric.bsky.social · 08/11/2024Hi, 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 16780032023
Reposted by Sébastien LagardeKostas 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 05217
Reposted by Sébastien LagardeKostas 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 0313
Reposted by Sébastien LagardeKostas Anagnostou @kostasanagnostou.bsky.social · 17/11/2024Digital Dragons 2024 Technical Presentation recordings, including several rendering related ones t.co/cef7qJqeFNt.cohttps://www.youtube.com/watch?v=h0c83RnEMSo&list=PLqUbLv3b1v3fWCYLzkDzd5DAyi6j6fW37 0305
Sébastien Lagarde @seblagarde.bsky.social · 16/11/2024I 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.beCe réseau décrypte 150 ans de découvertes scientifiquesYouTube video by Fouloscopie 180
Reposted by Sébastien LagardeEric Lengyel @ericlengyel.bsky.social · 12/11/2024And 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... 24914
Reposted by Sébastien LagardeKostas Anagnostou @kostasanagnostou.bsky.social · 13/11/2024Some 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.comBringing Locks to Life With Strand Hair Technology in Dragon Age: The VeilguardSee 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. 15219
Reposted by Sébastien LagardeKostas Anagnostou @kostasanagnostou.bsky.social · 12/11/2024Absolutely 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.htmltfpsly.free.fr Technical links 25720
Reposted by Sébastien LagardeBrian Karis @briankaris.bsky.social · 15/11/2024Significant new work on LOD of aggregates! mangosister.github.io/scene_agn_si...mangosister.github.ioEfficient Scene Appearance Aggregation for Level-of-Detail Rendering 27719