@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.

John Hable is sharing deep insights about Adaptive Tessellation and Subdivision in Advances in Real-Time Rendering in Games course at SIGGRAPH

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@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!

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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

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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.

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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

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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”

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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

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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

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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”!

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