SIGGRAPH 2026 links: blog.selfshadow.com/2026/07/26/s.... I'll continue to add to the list as more things show up online.
SIGGRAPH 2026 Links
blog.selfshadow.com
Nicolas Lopez
@nicolas-lopez.bsky.social
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
SIGGRAPH 2026 links: blog.selfshadow.com/2026/07/26/s.... I'll continue to add to the list as more things show up online.
SIGGRAPH 2026 Links
blog.selfshadow.com
Worth watching I3D 2026 Keynote: "Lessons from Digging in Game Dev and Adjacent Trenches" by Naty Hoffman www.youtube.com/watch?v=ISgT...
I3D 2026 Keynote: Naty Hoffman's Keynote - "Lessons from Digging in Game Dev and Adjacent Trenches"
YouTube video by I3D Symposium
youtube.com
Assassin's Creed Black Flag Resynced: Our Optimised Settings For A Terrific PC Release.
Assassin's Creed Black Flag Resynced: Our Optimised Settings For A Terrific PC Release
No storms face this port.
digitalfoundry.net
The latest Assassin’s Creed offers an excellent visual experience on all consoles. For the discerning user though, PS5 Pro is a step above. youtu.be/Qs4rAV91tfQ?...
Assassin's Creed Black Flag Resynced Review: Great On All Consoles- But Best On PS5 Pro
YouTube video by Digital Foundry
youtu.be
Black Flag Resynced is an unexpected technical triumph and one of the most impressive remakes I’ve seen. Here’s my video, based on an interview with key members of the development staff.
Our first Assassin's Creed Black Flag Resynced video takes you inside the Anvil Next engine, showing how the latest tech delivers a modern, cutting-edge game - and how it compares against the original: youtu.be/23SXKKfm4NA
Tomorrow is release day! I'm incredibly proud to finally see Assassin's Creed Black Flag Resynced in players' hands, and especially excited to see the technical deep dive from Digital Foundry. www.youtube.com/watch?v=23SX...
Assassin's Creed Black Flag Resynced Tech Review: A Stunning, Cutting-Edge Upgrade
YouTube video by Digital Foundry
youtube.com
If you saw some sexy girls on my account, obvioulsy it got hacked :) I prefer to talk about nice graphics here :)
For anyone curious about the rendering technology behind #AssassinsCreedBlackFlagResynced, here are a few details in this PlayStation Blog post (PSSR, RTGI, Micropoly, Atmos, ..), which I had the chance to write with Jussi. #AssassinsCreed blog.playstation.com/2026/06/29/a...
Assassin’s Creed Black Flag Resynced: PS5 Pro enhancements detailed
Details on upgraded PSSR visuals, a deeply immersive Caribbean, and more arriving July 9.
blog.playstation.com
STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering www.tobias-franke.eu/publications...
STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering
STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering
tobias-franke.eu
We are now accepting proposals for GPU Zen 5! This is an opportunity to share your expertise with the rendering community. Proposal Deadline: July 5, 2026 Submit to: gpuzen@theforge.dev More Info: gpuzen.blogspot.com Don't hesitate to DM me for more details
Floor and Ceil Versus Denormals on CPU and GPU -- new article on my blog asawicki.info/news_1802_fl...
Floor and Ceil Versus Denormals on CPU and GPU
asawicki.info
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing research.nvidia.com/labs/rtr/pub...
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing | NVIDIA Real-Time Graphics Research
<p>Algorithms leveraging ReSTIR-style spatiotemporal reuse have recently proliferated, hugely increasing effective sample count for light transport in real-time ray and path tracers. Many papers have ...
research.nvidia.com
Introducing AMD DGF SuperCompression - AMD GPUOpen gpuopen.com/learn/introd...
Introducing AMD DGF SuperCompression - AMD GPUOpen
AMD DGF SuperCompression (DGFS) cuts DGF geometry file sizes while preserving exact block reconstruction and enabling fast decode to either DGF blocks or conventional meshlets for cross-device deploym...
gpuopen.com
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
Introduction to Spherical Harmonics for Graphics Programmers
gpfault.net
Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method jcgt.org/published/00...
jcgt.org
In this video series, the team and I dive into some of the tech behind Assassin’s Creed Shadows, and what powers the Anvil engine. We cover Atmos, Large-Scale Rendering, Micropolygon, and Ray Tracing. #Anvil #AssassinsCreed #AssassinsCreedShadows www.youtube.com/playlist?lis...
Anvil Engine - YouTube
youtube.com
Useful table summarising the various ways to pass resource descriptors to a shader via a root signature (from static.graphicsprogrammingconference.com/public/2025/...)
I contributed to this PlayStation Blog post about PSSR2 in Assassin’s Creed Shadows. Check it out! #AssassinsCreedShadows blog.playstation.com/2026/03/31/p...
PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!
Next-gen PSSR tech elevates image quality across every visual mode.
blog.playstation.com
Our Micropolygon pipeline (MPH) rendering the NVIDIA Zorah demo assets in #Anvil. Zorah is composed of nearly 500 million triangles — but that doesn’t scare us 🙂
Running #NVIDIA’s Zorah assets in #Anvil. Our Micropolygon (MPH) pipeline streams massive geometric detail, enabling film-level complexity in real time. MPH already shipped in #AssassinsCreedShadows, scaling from Switch 2 all the way up to high-end PCs. schedule.gdconf.com/session/micr...
Great to see renewed interest in #AssassinsCreedUnity following the new 60fps patch. If you’re curious about some of the tech behind it— global illumination and early GPU-driven pipeline —I shared a few details in my GDC talk. youtu.be/yj5pYktC3X8?... #AssassinsCreed
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
Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...
Vulkan memory barriers and image layouts explained – RasterGrid | Software Consultancy
rastergrid.com
Float to R8_UNorm conversion has a permitted tolerance of 0.6ulp in the DX spec. 0.55/255 on some GPUs rounds down to 0 and on others rounds up to 1/255. Dangerous behavior when R8_UNorm NumFramesAccumulated=0 is used by a denoiser to mark invalid history... microsoft.github.io/DirectX-Spec...
Direct3D 11.3 Functional Specification
microsoft.github.io
[BLOG] A frame analysis of Dark Souls III blog.simonrodriguez.fr/articles/202... A detailed look at how the FromSoftware game renders a frame, with step-by-step comparisons and explanations.
Simon Rodriguez
Renderistically - Simon Rodriguez
blog.simonrodriguez.fr
I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now. Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP... The book is available on Amazon.
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book. We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year. The book is now available on Amazon.