WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...
github.com
Sylvain Meunier
@meuns.bsky.social
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...
github.com
I am looking for full-time work starting October. I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits. DMs open. RTs appreciated!
It's great to see ARM being so open about their neural joint denoising and upsampling, explaining their approach, network inputs, temporal stability and how they trained this network: community.arm.com/cfs-file/__k...
community.arm.com
D3d12info 3.19.0 released with lots of updates: new Agility SDK 1.619.5 / 1.721.3-preview, new NVAPI R610, new AMD device_info v1.0. github.com/sawickiap/D3...
Release 3.19.0 · sawickiap/D3d12info
Changes: Updated DirectX 12 Agility SDK to 1.619.5 / 1.721.3-preview (#45 - thanks @Dragon31337). Replaced D3D12_FEATURE_D3D12_OPTIONS_MLIR with D3D12_FEATURE_MLIR_COMPUTE_GRAPH_SUPPORT and D3D12...
github.com
When you transition from rasterization to ray tracing, you may want to compute camera rays based on a 4x4 world to clip space matrix. My new blog post shows why the obvious approach for that fails and provides code for a reliable alternative: momentsingraphics.de/CameraRays.h...
Big news for developers! FSR Upscaling 4.1 is coming to AMD RDNA 3 architecture GPUs in July! 🎉 🖥️ Expanding beyond RDNA 4 to Radeon RX 7000 Series. 🔧 FSR SDK update coming in July. 📰 Stay tuned to GPUOpen for more info. Learn more about the SDK ⬇️ gpuopen.com/amd-fsr-sdk/...
AMD FSR SDK - AMD GPUOpen
AMD FSR™ SDK v2.2 is the launchpad for our ML-based FSR
gpuopen.com
The plausible move on a modern APU: skip the device copy. Host and device share RAM — why pretend? I tried it on an LLM runtime. Got a 2.2× slowdown on a Radeon 890M. Here's what's quietly hiding in the HIP API. 🧵 1/10
Introducing MiniDXNN: a new MLP library built for #DirectX12 HLSL, enabling neural rendering without compute API interop: 🧠 Optimized MLP inference kernels. ⚡ Acceleration via cooperative vector APIs. 🎮 Sample apps & full source code. Get started ⬇️ gpuopen.com/learn/minidx...
Introducing MiniDXNN: MLP library for DirectX 12 - AMD GPUOpen
MiniDXNN is a native HLSL and DirectX 12 library for lightning-fast MLP inference leveraging AMD Radeon™ RX 9000 series matrix cores via cooperative vector APIs, delivering optimized kernels, samples, full source and docs to remove compute interop friction.
gpuopen.com
Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
jcgt.org
Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...
Gradientspace Graph Beta — gradientspace
I have released an initial version of Gradientspace Graph (GSGraph), a new C#-based NodeGraph Programming environment that also supports inline text-coding in C# and Python (and LLM-based CodeNode gen...
gradientspace.com
New blog post is finally up: (Ab)using Shader Execution Reordering. A bit of outside the box usage of SER (for better or worse). debaetsd.github.io/posts/ser/
(Ab)using Shader Execution Reordering - Dieter's Blog
Notes on creative usage of shader execution reordering
debaetsd.github.io
Is there any agentic 3d engine being developed? I'm curious to see what current agents know about graphics API and rendering in general.
Some procedural shapes I made in Unity and Desmos while writing my book "Shaders & Procedural Shapes." Should I add more? The link in case you're interested ✨ jettelly.com/store/visual... #indiedev #gamedev #unity3d
I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement. irradiance.ca/posts/micros...
Hey @dachsjaeger.bsky.social - regarding the FG overlay advice, I can give some background here. I said most of this at a previous GDC Q&A, but the new release is obviously after my involvement so may have changed since. At the time FSR3 FG was in dev, many overlays and apps were not expecting...
DF Direct Weekly #244 is out now, talking TGAs, the first PS3 emulator for PS4, Skyrim Switch 2 problems, FSR Redstone frame-pacing and much, much more: youtu.be/mq_JvcS9UZE
After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT! meshoptimizer.org/v1
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
meshoptimizer.org
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault: tomclabault.github.io/blog/2025/re...
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault
Tom Clabault's website
tomclabault.github.io
A cool collection of monitor and sensor filter subpixel patterns geometrian.com/resources/su...
Subpixel Zoo: A Catalog of Subpixel Geometry
Display devices show color by illuminating small flat-color 'subpixels'—typically red, green, blue. They can be arranged in many ways. This page intends to be an exhaustive gallery of all subpixel…
geometrian.com
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
Spatial hashing for raytraced ambient occlusion
Subdividing a 3D space into cells or voxels and using positional and/or directional information to directly index into it is a popular method to store and access local data, typically using 3D text…
interplayoflight.wordpress.com
Did a quick and dirty implementation of a spatial hash structure to speedup RTAO, ray results are stored in cells indexed by pos/normal/cell size and after storing a few rays occlusion can be queried from the cell instead of raytracing it. 3x faster raytraced AO for that scene with no denoising.
The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers. More details in the 'Volunteering' section of the home page.
Graphics Replicability Stamp Initiative
replicabilitystamp.org
Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !
Hi Engine/graphics friends. There are a few position open at Hello games over in Guildford. Jr - Graduate level (programmer) hellogames.org/jobs/junior-... Mid - Sr level (engine/graphics) hellogames.org/jobs/graphic... Note: I’m not affiliated with hello games just want to help boost openings
Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
Neokineogfx
Returning Art to the Engineering of Technical GPU Generated Graphics
youtube.com
Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"? If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
The 16_ray_query tutorial is out! Learn Monte Carlo path tracing with Vulkan's ray query extension in compute shaders, an alternative to traditional RT pipelines. Bonus sections: • Shadow terminator • Shading normal github.com/nvpro-sample...
vk_raytracing_tutorial_KHR/raytrace_tutorial at v2 · nvpro-samples/vk_raytracing_tutorial_KHR
Ray tracing examples and tutorials using VK_KHR_ray_tracing - nvpro-samples/vk_raytracing_tutorial_KHR
github.com
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome! zeux.io/2025/09/30/b...