Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...
Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...
Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...
For sure, and we have plenty of evidence already that this is true, though I don't think that it gets proper attribution.
Lowballed indeed. I was probably hyped from building what would become ZOS's new, dead engine, none of which has been seen.
The downsides are real, but I'm especially grateful UE5 existed in time for this layoff era, and for catalysing developers of games like Expedition 33.
Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
Exciting :D ordered mine!
A path traced image of a volumetric bunny in a living room
Being visited by a dreamy bunny
Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642
PS5 and PC π
Something new on the Horizon!
Now actually taking advantage of that delta tracking! There were in fact more bugs.
Any closer to the screen and it makes my GPU sing to meπGonna work on that next
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...
You know what else I struggled with? Some silent update that reset my display profile to the manufacturer's instead of sRGB at a critical juncture in my understanding. Ohhhhh my god lmao
Image of a mediocre path tracer
Enjoying going through "Physically Based Rendering", implemented with DXR.
The chairs here are participating media using delta tracking, which I hope is finally correctπ
I'll share the header for it soon + my notes, I struggled with terminology for a while.
the engine we use & the games we're making
I wrote up a guide for authoring Nanite Assembly USD files in Unreal Engine 5.7. Part 1 covers the requisite structure of the USD scene.
dev.epicgames.com/community/le...
Zootopia 2 took hundreds of artists, TDs, and engineers to make; I was lucky enough to be a small part of it all! Here are some of my personal thoughts/notes from working on Zootopia 2, along with some pretty pictures.
blog.yiningkarlli.com/2025/12/zoot...
My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com
I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
"An Experimental Approach to printf in HLSL" from the one and only
www.abolishcrlf.org/2025/12/31/P...
New post up!
Bindless Oriented Graphics Programming
alextardif.com/BindlessProg...
For my holiday break project Iβve been sketching out an idea to help soften the on-ramp for beginners learning D3D12: a header file that (very lightly) wraps the D3D12 API and only exposes the latest/most-useful bits through straightforward function definitions with ImGui-style inline documentation.
I wrote a blog post describing state of GPU market and what does it mean for support of new GPU features
asawicki.info/articles/sta...
Thanks to @asawicki.info for letting me publish on his blog
Warframe, also cool :-) www.youtube.com/watch?v=v_BB...
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
Soulframe is cool :-)
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...
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo π« gboisse.github.io/posts/this-i...
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
This is a goldmine, thank you!
I'm about to get into this too :-) Any favorite resources you recommend?