James McLaren's Avatar

James McLaren

@selfresonating

Bearded Code Monkey. Currently helping make Decima tick at Guerrilla Games. Previously Engine Tech Wizard at Q-Games. My opinions are my own.

865
Followers
98
Following
23
Posts
14.09.2023
Joined
Posts Following

Latest posts by James McLaren @selfresonating

Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages YouTube video by Graphics Programming Conference

Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...

youtu.be/mvCoqCic3nE?...

05.03.2026 10:29 ๐Ÿ‘ 32 ๐Ÿ” 15 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

We announced a new game. Take a look!

05.02.2026 18:15 ๐Ÿ‘ 17 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Are those clogs? :-)

26.01.2026 07:23 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Preview
Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM

graphicsprogrammingconference.com/archive/2025...

06.01.2026 12:10 ๐Ÿ‘ 35 ๐Ÿ” 9 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1

Ake-ome!

31.12.2025 15:24 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It's easy to forget when you don't live in the UK how absolutely useless the train system is. It's hard to credit really, given that we basically invented the the train. We seem to have forgotten that they're actually supposed to work and be useful rather than being some sort of shared national pain

27.12.2025 13:51 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It shrink-f'd-off.

26.12.2025 14:05 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Which is just ((1u<<(x1-x0))-1u)<<x0. Also Merry Christmas :-).

25.12.2025 13:55 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Screenshot of the blog post.

Screenshot of the blog post.

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...

20.12.2025 21:31 ๐Ÿ‘ 48 ๐Ÿ” 14 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Congrats!

17.12.2025 17:18 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

My general recommendation: don't ever miss a talk by Chris Wyman, regardless of the topic.

04.08.2025 03:54 ๐Ÿ‘ 21 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
AWAYSIS Day of the Devs Deep Dive
AWAYSIS Day of the Devs Deep Dive YouTube video by 17-BIT

If you missed our segment in @dayofthedevs.org today, hereโ€™s @jkooza.bsky.social and some of his pals talking about what awaits you in #AWAYSIS.

www.youtube.com/watch?v=R4sN...

#indiedev #gamedev

11.12.2025 05:57 ๐Ÿ‘ 18 ๐Ÿ” 9 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1

You need to be careful when making your random selection each morning. Some of those match :-)

09.12.2025 16:51 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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...

23.11.2025 21:05 ๐Ÿ‘ 102 ๐Ÿ” 29 ๐Ÿ’ฌ 4 ๐Ÿ“Œ 1

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 !

05.11.2025 20:00 ๐Ÿ‘ 95 ๐Ÿ” 50 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 2
Post image

New blog post! Behind the scenes of some of the techniques involved in making our last PC demo ๐Ÿ’ซ gboisse.github.io/posts/this-i...

05.11.2025 21:15 ๐Ÿ‘ 112 ๐Ÿ” 38 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1
Post image
21.11.2025 09:00 ๐Ÿ‘ 676 ๐Ÿ” 162 ๐Ÿ’ฌ 8 ๐Ÿ“Œ 6

Good seeing you :-)

21.11.2025 17:25 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Dude, seriously, you were there? Totally missed you! Maybe next year :-)

21.11.2025 17:24 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Good talk! Nice to meet you and Phil.

20.11.2025 20:26 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Check out the latest from one of Kyoto's greatest!

29.10.2025 03:53 ๐Ÿ‘ 6 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Evaluating and Sampling Glinty NDFs in Constant Time Geometric features between the micro and macro scales produce an expressive family of visual effects grouped under the term 'glints'. Efficiently rendering these effects amounts to finding the highlig...

Oooh, new glints paper at SIGGRAPH Asia 2025: perso.telecom-paristech.fr/boubek/paper...

28.10.2025 17:38 ๐Ÿ‘ 20 ๐Ÿ” 5 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

You look like an old Dutch master :-)

03.10.2025 06:05 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I am in awe at how good Ghost Of Yลtei looks, but I have two very small pronunciation notes for my dear friends at SP:

0) ๆ€จ้œŠ is in no way pronounced ใ‚ขใƒณใƒชใ‚ช. Please don't

1) the game isn't called Ghost of ไบˆๅฎš. That is a very different game where you find ways to not show up for plans with friends

12.07.2025 07:02 ๐Ÿ‘ 8 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

O wow, ReSTIR keeps giving. Awesome stuff.

19.06.2025 10:18 ๐Ÿ‘ 22 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Post image

#SIGGRAPH - Save the date - Advances in Real-Time Rendering in Games will be Tue, Aug 12 - a full day course in 2 parts (Part I - 9am-12:15pm, Part II - 2pm-5:15pm).

Stay Tuned for the program and the speakers - the line up is very strong this year!

12.06.2025 04:08 ๐Ÿ‘ 18 ๐Ÿ” 5 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Video thumbnail

Introducing GLSL Captcha.
Pass the test by guessing the correct output for the GLSL shader code:
glsl-captcha.vercel.app

12.06.2025 17:10 ๐Ÿ‘ 85 ๐Ÿ” 11 ๐Ÿ’ฌ 8 ๐Ÿ“Œ 0
Post image

Hey graphics friends, has anyone seen an algorithm to make a blue noise point sequence, that used a density map? (non uniform points)

I have some ideas to make some, but i am not finding any prior work and think there's a good chance it exists but im just not finding it.

08.06.2025 17:34 ๐Ÿ‘ 24 ๐Ÿ” 3 ๐Ÿ’ฌ 9 ๐Ÿ“Œ 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...

10.06.2025 15:19 ๐Ÿ‘ 81 ๐Ÿ” 30 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Wow, it is creeping up on 20 years... wow.. I feel old now :-)

05.06.2025 05:55 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0