Nicolas Lopez's Avatar

Nicolas Lopez

@nicolas-lopez

Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.

547
Followers
230
Following
66
Posts
07.11.2024
Joined
Posts Following

Latest posts by Nicolas Lopez @nicolas-lopez

Post image

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

08.03.2026 00:42 👍 6 🔁 2 💬 0 📌 0
Battlefield 6: Pushing visual fidelity while optimizing for all hardware
Battlefield 6: Pushing visual fidelity while optimizing for all hardware YouTube video by Graphics Programming Conference

Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...

05.03.2026 23:02 👍 46 🔁 14 💬 0 📌 0

oh that is awesome, well deserved! congrats @ocornut.bsky.social

06.03.2026 08:10 👍 64 🔁 13 💬 4 📌 0
Vulkan memory barriers and image layouts explained – RasterGrid | Software Consultancy

Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...

03.03.2026 21:25 👍 32 🔁 9 💬 1 📌 0
Direct3D 11.3 Functional Specification

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...

24.02.2026 04:38 👍 18 🔁 4 💬 0 📌 0
Simon Rodriguez Renderistically - Simon Rodriguez

[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.

21.02.2026 22:25 👍 27 🔁 13 💬 1 📌 0
Post image

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.

20.02.2026 15:57 👍 36 🔁 6 💬 0 📌 0
Post image

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.

20.02.2026 17:10 👍 50 🔁 10 💬 1 📌 0
Video thumbnail

I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing.

Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:

www.shadertoy.com/view/WX3fRB

11.02.2026 14:50 👍 77 🔁 10 💬 1 📌 1
Preview
GPU Zen 4: Advanced Rendering Techniques GPU Zen 4: Advanced Rendering Techniques [Engel, Wolfgang Friedrich, Reznikov, Laura, Bazhenov, Kirill, Lopez, Nicolas, Blanco, Victor] on Amazon.com. *FREE* shipping on qualifying offers. GPU Zen 4: Advanced Rendering Techniques

‪Available now on Amazon:‬
‪Standard Edition: a.co/d/0cvhJuSU
‪Deluxe Edition: a.co/d/07t0MZGz%E...
‪Kindle version is coming‬

20.02.2026 01:28 👍 8 🔁 0 💬 0 📌 0

I didn’t know it existed!

20.02.2026 01:16 👍 0 🔁 0 💬 0 📌 0
Post image

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 :)

20.02.2026 01:02 👍 87 🔁 19 💬 5 📌 2

Best bagels, our office is literally next street :D

18.02.2026 15:38 👍 1 🔁 0 💬 0 📌 0
Preview
Adventures in Neural Rendering In recent years, neural networks have started to find their way into many areas of rendering. While antialiasing and upscaling are probably the most well‑known uses, they’re far from the only ones—…

I’ve recently been tinkering with MLPs, exploring different ways they might be used in rendering to get a feel for their potential. I also put together a blog post with some initial impressions. interplayoflight.wordpress.com/2026/02/10/a...

10.02.2026 21:12 👍 25 🔁 6 💬 0 📌 0
Preview
Software occlusion culling in Block Game My GPU is the integrated Radeon Vega 8 that comes with my AMD Ryzen 7 5700G CPU. I tell you this so you know that my workstation is not a graphical computing powerhouse. It is, in fact, quite weak. To...

My blog post about how software rendered depth based occlusion culling in Block Game functions is out now! enikofox.com/posts/softwa...

#GameDev #ProcGen 🎮

16.01.2026 22:10 👍 257 🔁 56 💬 3 📌 2

I and the team had the chance to talk to @digitalfoundry about our port of #assassinscreedshadow including some behind the scene debug views

15.01.2026 16:53 👍 15 🔁 1 💬 1 📌 0
Preview
Assassin's Creed Shadows on Switch 2: The Making of an "Impossible Port" "All the investments we had in scalability really paid off."

How Ubisoft brought AC Shadows to Switch 2: "Some people called it an impossible port, and it can sound a bit impossible at the beginning... but the key is to understand the specificities of the GPU architecture."
www.digitalfoundry.net/features/ass...

15.01.2026 15:33 👍 89 🔁 7 💬 2 📌 0
Preview
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...

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".

16.12.2025 18:51 👍 466 🔁 191 💬 19 📌 12

“Obviously” :)

14.12.2025 15:34 👍 1 🔁 0 💬 0 📌 0

Congrats to you!

14.12.2025 01:43 👍 0 🔁 0 💬 1 📌 0
Digital Foundry's Best Game Graphics of 2025 - PC/PS5/Xbox/Switch 2 - Another Amazing Year
Digital Foundry's Best Game Graphics of 2025 - PC/PS5/Xbox/Switch 2 - Another Amazing Year YouTube video by Digital Foundry

#AssassinsCreedShadows named 2nd best looking game of 2025 by @digitalfoundry.
“Anvil at a super next-gen level” made me smile.
Countless hours of work behind this—very happy to see it recognized.

youtu.be/nZ7pc4M-Uuk?...

13.12.2025 23:01 👍 29 🔁 2 💬 6 📌 0

Huge congrats to #ClairObscurExpedition33! So proud to see a French game take the top spot. An absolutely stunning achievement, your work inspires so many of us. Bravo à toute l’équipe!

12.12.2025 11:39 👍 11 🔁 0 💬 0 📌 0

"Microbenchmarking NVIDIA’s Blackwell Architecture: An in-depth Architectural Analysis", focusing on the tensor cores arxiv.org/pdf/2512.02189

11.12.2025 22:59 👍 8 🔁 3 💬 1 📌 0
Anvil - Ubisoft’s engine workflow | Nicolas Lopez
Anvil - Ubisoft’s engine workflow | Nicolas Lopez YouTube video by Wookash Podcast

It’s a good opportunity to know more about Anvil, the engine that powers #AssassinsCreed, and how we approach tech convergence at Ubi. I love this format. Thanks for the chat @gameengineering.bsky.social

youtu.be/vtxXt7E63bQ?...

06.12.2025 17:46 👍 40 🔁 9 💬 0 📌 0

Glad to see this fixed!

26.11.2025 00:18 👍 1 🔁 0 💬 0 📌 0
Post image

New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...

05.11.2025 21:15 👍 112 🔁 38 💬 1 📌 1
Dear ImGui | On UI Architecture with Omar Cornut
Dear ImGui | On UI Architecture with Omar Cornut YouTube video by Wookash Podcast

Łukasz from Wookash Podcast (@gameengineering.bsky.social) has posted a lengthy conversation I recorded with him a few weeks ago:
www.youtube.com/watch?v=2KPU...
It's really awkward for me to watch it so I'll assume it's just confused rambling :)

08.11.2025 20:03 👍 65 🔁 14 💬 2 📌 0
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault Tom Clabault's website

ReGIR - An advanced implementation for many-lights offline rendering tomclabault.github.io/blog/2025/re...

20.10.2025 19:30 👍 29 🔁 7 💬 0 📌 0
Preview
Inside NVIDIA GPUs: Anatomy of high performance matmul kernels - Aleksa Gordić From GPU architecture and PTX/SASS to warp-tiling and deep asynchronous tensor core pipelines.

"Inside NVIDIA GPUs: Anatomy of high performance matmul kernels", includes a great intro to GPU architecture and PTX/SASS: www.aleksagordic.com/blog/matmul

01.10.2025 19:36 👍 56 🔁 12 💬 0 📌 0
RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025) YouTube video by SIGGRAPH Advances in Real-Time Rendering

Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...

30.09.2025 08:08 👍 24 🔁 3 💬 0 📌 0