Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SPEEDING UP PATH TRACING VIA ORCA (ONLINE RADIANCE CACHE ACCELERATION) by @jontology2.bsky.social from EA SEED are now online - enjoy!! advances.realtimerendering.com/s2026/index....
@ceruleite.bsky.social
Activision, previously at Unity, Bungie, AMD/ATI all opinions my own. Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index....
John Hable is sharing deep insights about Adaptive Tessellation and Subdivision in Advances in Real-Time Rendering in Games course at SIGGRAPH
@sergeymakeev.bsky.social from Roblox is sharing the architecture behind SLIM: Scaling User-Generated 3D Worlds on Roblox in Advances in Real-Time Rendering in Games course at SIGGRAPH
@lexdev.net from IO Interactive is sharing the incredible work behind Smolder — Real-Time Volumetric Effect Rendering in Glacier and 007 First Light in Advances in Real-Time Rendering in Games course at SIGGRAPH 2026, come join for this afternoon!
Michal Olejnik from Infinity Ward at Activision is presenting technical innovation of Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 in Advances in Real-Time Rendering in Games at SIGGRAPH
Daniel Craig from SIE is presenting the details behind Upgrading PSSR on PlayStation5 Pro in Advances in Real-Time Rendering in Games at SIGGRAPH right now.
@jontology2.bsky.social is sharing his insights on Speeding up Path Tracing via ORCA (Online Radiance Cache Acceleration) at SIGGRAPH in the Advances in Real-Time Rendering in Games right now, join in!
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
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.
Four weeks to the EGSR papers deadline! (I'm so excited to be on the Program Committee this year - cannot wait to see all the amazing papers submitted!) So - submit away! Important dates: Abstracts deadline: 4/8 Papers deadline: 4/15 Submit your work, and join in Bordeaux! egsr2026.inria.fr
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording for "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion” talk by Tanki Zhang from NVIDIA is now online youtu.be/AtFBbMnUgoc?...
2025 Advances in RT Rendering - RT Subsurface Scattering via Hybrid RESTIR-Path Tracing & Diffusion
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social and @tiagocostav.bsky.social from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "FAST AS HELL: IDTECH8 GLOBAL ILLUMINATION" by @idsoftwaretiago.bsky.social from id Software is now online: youtu.be/VTrdeqMMMK0?... Enjoy!
SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen from HypeHype is now online: www.youtube.com/watch?v=8O44...
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: youtu.be/2K-rwy4aMmU?...
RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course - my slides from the retrospective: "Advances in Real-Time Rendering in Games - a 20th Year Retrospective, and a Look Ahead" are now online: advances.realtimerendering.com/s2025/index.... Enjoy!
#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....
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "MegaLights: Stochastic Direct Lighting in Unreal Engine 5” talk by @knarkowicz.bsky.social and @tiagocostav.bsky.social from Epic Games are now online advances.realtimerendering.com/s2025/index....
#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....
#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....
#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....
#SIGGRAPH2025 Advances talks slides sharing: "Strand-based hair and fur rendering in Indiana Jones and the Great Circle" by Sergei Kulikov from Machine games is now online advances.realtimerendering.com/s2025/index....
Last talk of the day today is a talk by Krzysztof Narkowicz and Tiago Costa from Epic Games where they share the practical details and intuition behind the development and techniques of “MegaLights: Stochastic Direct Lighting in Unreal Engine 5”
We had a quick stretch break and now we’re back! Tianyi Zhang from NVIDIA is sharing the approach developed for “Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion“ in ACM SIGGRAPH 2025 Advances in Real-Time Rendering in Games course now
Jarkko Lempiäinen is now sharing the details of his implementation of many-lights illumination in real-time in the “Stochastic Tile-Based Lighting in HypeHype” talk at Advances in Real-Time Rendering in Games course at #SIGGRAPH 2025
We are back to the Advances in Real-Time Rendering in Games course and if you’re not here, you’re missing Tiago Sousa’s talk about “Fast as Hell: idTech8 Global Illumination”!