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....
Mikkel Gjoel
@gjoel.bsky.social
Chair Raving Graphics Programmer loopit.dk/publications shadertoy.com/user/hornet
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....
IT'S HERE AND IT'S SPECTACULAR "Nolan's CGI is really just Invisible CGI", by Jonas Ussing @themovierabbithole.bsky.social youtu.be/AFLcP-t0-kI
NOLAN'S CGI is really just INVISIBLE CGI ("no CGI" part 6)
YouTube video by The Movie Rabbit Hole
youtu.be
meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt...
A new article: Revisiting Yliluoma’s ordered dither algorithm 30fps.net/pages/revisi... It's a deep dive to a single "color selection algorithm" used for ordered dithering. Nothing groundbreaking but I did uncover a neat simplified version that works OK. It's technical but with visual examples.
I'm happy to share my latest blog post. In this post, I document how I implemented forward-mode automatic differentiation in my custom shading language and used it to drive mipmap selection in my offline renderer. agraphicsguynotes.com/posts/proced...
Procedural UV Derivatives Evaluation in SORT Renderer
In this post, I want to talk about a topic I have been meaning to write about for quite a few years: texture UV derivatives evaluation in my offline renderer, SORT (Simple Open Source Ray Tracer), whi...
agraphicsguynotes.com
A new article on my website about a small thing that has bothered me for a long time: Should you normalize RGB values by 255 or 256? 30fps.net/pages/255-vs...
There's a new paper out in JCGT by @jamportz.bsky.social et al. that proposes a super simple modification of existing microfacet models to implement a retroreflection model. What's interesting is that although insanely simple, the model fits measured data pretty well! jcgt.org/published/00...
I'm looking to hire a full-time 3D artist with Cinema4D/Blender/Octane/Redshift experience with a strong portfolio. The position is in the UK and you must live the most a few hours outside of London - sorry, but there are reasons for this. If you or someone you know are interested, DM me!
Here's an awesome new blog post by Maxime Heckel on rendering realistic skies and atmospheres. There's a ton of really cool interactive widgets illustrating each of the steps; I highly recommend giving it a read and giving the interactive widgets a try! blog.maximeheckel.com/posts/on-ren...
On Rendering the Sky, Sunsets, and Planets - The Blog of Maxime Heckel
This article explores how to render realistic skies and atmospheres in real time in the browser with shaders, from simple sky domes, to entire planets using shaders, raymarching, Rayleigh and Mie scat...
blog.maximeheckel.com
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
Introduction to Spherical Harmonics for Graphics Programmers
gpfault.net
At long last, the Teardown talk from the 2025 Graphics Programming Conference has been posted 🎉 youtube.com/watch?v=IM1D... (as well as another drop of some other great-looking stuff, check the channel)
Raytracing Voxels in Teardown and Beyond
YouTube video by Graphics Programming Conference
youtube.com
meshoptimizer 1.1 is out! github.com/zeux/meshopt... Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :) Boosts and repository stars are welcome!
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
I am not sure I can overstate how useful this tool is. Not sure if your game is paging out GPU-memory to system-memory? Well now you know :) github.com/jonasmr/demo...
Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...
Battlefield 6: Pushing visual fidelity while optimizing for all hardware
YouTube video by Graphics Programming Conference
youtube.com
Here are some techniques I discovered through 14 years of shader programming:
A colleague sent me this: www.youtube.com/watch?v=8jVo... No further comments needed, it's **very** good. I've seen some of his videos in the past, but I missed this one. Glad I saw it.
Pushing Simulation to the Limit to Find Order in Chaos
YouTube video by Drew's Campfire
youtube.com
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nani...
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
This post shows how to get different constants for the R2 low discrepancy sampling sequence which have the same properties, but are smaller valued, so behave better in floating point at high sample counts. www.martysmods.com/a-better-r2-...
Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM graphicsprogrammingconference.com/archive/2025...
Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
graphicsprogrammingconference.com
#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
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
#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
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
A presentation recording (ca. 10 minutes) and the PDF slides for my transmittance estimation paper are available now: momentsingraphics.de/SiggraphAsia...
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".
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...
sebastianaaltonen.com
New article! What do you do when profiling your code shows the slowdown isn't in your code, but deep in the kernel? Why, you grab the kernel source and go spelunking. How a routine profiling session turned into a Linux kernel patch: rovarma.com/articles/fro...
From profiling to kernel patch: the journey to an eBPF performance fix | Ritesh Oedayrajsingh Varma
A story about how an innocent profiling session led to a change to the Linux kernel that makes eBPF map-in-map updates much faster.
rovarma.com