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....
JMS55
@jms5517.bsky.social
Working on rendering for the Bevy game engine. Long form blog at https://jms55.github.io.
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....
Looks like Unity implemented a very similar technique to my world cache implementation :) (which itself takes from many other papers) docs.google.com/document/d/1...
Unity Surface Cache GI - Getting Started
Unity Surface Cache GI - Getting Started We're thrilled to give you a first look at Surface Cache GI, our first step towards delivering robust, fully dynamic Global Illumination in Unity! This featur...
docs.google.com
We actually get to witness Nvidia open sourcing their Neural Appearance Models in this lifetime. Thanks for finally dropping the guesswork reimplementing all of that. github.com/NVlabs/neura... Their new SIGGRAPH is also out: research.nvidia.com/labs/rtr/pub...
GitHub - NVlabs/neuralappearance
Contribute to NVlabs/neuralappearance development by creating an account on GitHub.
github.com
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
Here's a cool new video about specular reflection tailoff on metal materials. Really nice observations and explanations! In the video, Christophe Hery makes an appearance. I had the privilege of working with Christophe when I interned at Pixar... (1/6) www.youtube.com/watch?v=r3bk...
Forgotten Metal Knowledge | Vray, Cycles, Arnold..
YouTube video by Lucas
youtube.com
In this thread: three cool rendering papers that DisneyResearch|Studios is publishing at EGSR this week. The authors of these papers are peers that I get the privilege of working closely with frequently, and these are projects I've been excited to watch develop! (1/17)
What To Learn To Be A Real Time graphics Programmer blog.demofox.org/2026/07/01/w... I wrote this up over lunch and it's surprisingly popular so sharing over here too.
The major v7 rewrite of Bevy Solari is complete! Much more unbiased, less light leaks, and greater reflection quality. Community reviews welcome! github.com/bevyengine/b...
From a technical angle, the nifty thing about this short is that it's a mix of hand-drawn 2D animation and 2D-styled CG animation rendered using Disney's Hyperion Renderer, but you can't tell at all which is which. Our artists knocked it out of the park; it's completely seamless.
Bevy 0.19 is out now! It features Next Generation Scenes, Render Bigger Scenes Faster, Contact Shadows, More Feathers Widgets, Text Input, Richer Text, App Settings, Post Processing Effects, Improved Skinned Mesh Culling, and more! bevy.org/news/bevy-0-19
Bevy 0.19
Thanks to 261 contributors, 1185 pull requests, community reviewers, and our generous donors, we're happy to announce the Bevy 0.19 release on crates.…
bevy.org
The 2025 paper "EON: A practical energy-preserving rough diffuse BRDF” was updated with an appendix that provides an albedo inversion formula, as well as two other small enhancements. jcgt.org/published/00...
jcgt.org
Work on Bevy Solari continues! I've been working on a unified ReSTIR-PT-ish (no hybrid shift, just reconnection) architecture that does DI+GI and diffuse+specular all in one pass, instead of the 3 separate ReSTIR DI / ReSTIR GI / Specular GI passes I used to have.
iveevi.github.io/rcgp/ Check out Venkat's work on a new graphics programming language on statically enforcing correctness of heterogeneous graphics programs (e.g., resources declared on host must match shaders at compile time). The compiler is open sourced and let us know if you have any comment!
It was (initially) mostly about efficiently using the API - TG used OpenGL at the start, so our binding model was a huge anti-pattern in Vulkan (and thus Metal). The new backend uses descriptor sets as a first-class feature, deduplicates state changes, and does less bookkeeping of object lifetimes.
There's a neat short paper from Eurographics this year that evaluates how well microfacet shading models actually predict measured reflectance. The answer is: not nearly as well as one would hope! (1/3) ssteinberg.xyz/2026_surface...
AMD is partnering with Samsung to develop a multivendor DGF extension for Vulkan! Dense Geometry Format (DGF) is AMD's open standard: 🧊 Block-based geometry compression for ray tracing. 🔓 Open-source toolchain & Vulkan extension. Read more ⬇️ gpuopen.com/learn/amd-dg...
AMD DGF: An Open Geometry Compression Standard - AMD GPUOpen
AMD is partnering with Samsung on a multivendor Vulkan extension for Dense Geometry Format (DGF) to help enable dramatically smaller geometry, reduced memory/latency for ray-traced real‑time 3D, and e...
gpuopen.com
Can't believe it's 2026 and we're having to disable GPU occlusion culling on flagship Google phones due to driver bugs. Pretty ridiculous. github.com/bevyengine/b...
Limit Pixel 10 to GPU preprocessing without GPU culling by SkiFire13 · Pull Request #24101 · bevyengine/bevy
Objective Workaround for Bevy crashes on Google Pixel 10 #23754 until we find the actual issue or Google fixes its driver Solution Limit Pixel 10 to GPU preprocessing without GPU culling Testin...
github.com
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p...
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!
A little different than my usual writing, but I've written a blog post about our usage of Bevy/egui/Rust at Nominal, the company I work at. Give it a read! nominal.io/blog/nominal...
Nominal Connect: Shipping Realtime Desktop Software With Rust, Bevy, and egui
A one year retrospective on the technology behind Nominal Connect.
nominal.io
I just released version 0.6 of Avian, an ECS-driven physics engine for @bevy.org. #physics #gamedev v0.6 features move-and-slide, joint motors, and an overhauled broad phase using BVHs, resulting in massively reduced overhead for scenes with a large number of colliders. joonaa.dev/blog/12/avia...
Avian Physics 0.6 - Joona Aalto
Move-and-slide, joint motors, and BVH optimization
joonaa.dev
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani..., graphicrants.blogspot.com/2026/03/vari...
Nanite + Reyes
Let's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th...
graphicrants.blogspot.com
My team just open-sourced our internal implementation of the OpenPBR BSDF from our path tracer: github.com/adobe/openpb...
GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf
github.com
Real-time Rendering with a Neural Irradiance Volume Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising. arnocoomans.be/eg2026
Update on bsky.app/profile/jms5...: Turns out my code was bugged, and I never actually wrote to the cache... Fixing that reveals that the whole scheme was wrong anyways - conditionally replacing cache cells with RIS outputs does not give an unbiased/correct output.
🧵 I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....
Anyone have examples of Material APIs they like in an engine, or links to good talks on this topic? Right now Bevy materials let you reuse host code (texture/buffer bindings), but customizing the default material is essentially "go to github and copy paste the entire shader". Not very modular.
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