Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
We announced a new game. Take a look!
Are those clogs? :-)
Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM
graphicsprogrammingconference.com/archive/2025...
Ake-ome!
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
It shrink-f'd-off.
Which is just ((1u<<(x1-x0))-1u)<<x0. Also Merry Christmas :-).
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...
Congrats!
My general recommendation: don't ever miss a talk by Chris Wyman, regardless of the topic.
If you missed our segment in @dayofthedevs.org today, hereโs @jkooza.bsky.social and some of his pals talking about what awaits you in #AWAYSIS.
www.youtube.com/watch?v=R4sN...
#indiedev #gamedev
You need to be careful when making your random selection each morning. Some of those match :-)
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...
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 !
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo ๐ซ gboisse.github.io/posts/this-i...
Good seeing you :-)
Dude, seriously, you were there? Totally missed you! Maybe next year :-)
Good talk! Nice to meet you and Phil.
Check out the latest from one of Kyoto's greatest!
Oooh, new glints paper at SIGGRAPH Asia 2025: perso.telecom-paristech.fr/boubek/paper...
You look like an old Dutch master :-)
I am in awe at how good Ghost Of Yลtei looks, but I have two very small pronunciation notes for my dear friends at SP:
0) ๆจ้ is in no way pronounced ใขใณใชใช. Please don't
1) the game isn't called Ghost of ไบๅฎ. That is a very different game where you find ways to not show up for plans with friends
O wow, ReSTIR keeps giving. Awesome stuff.
#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!
Introducing GLSL Captcha.
Pass the test by guessing the correct output for the GLSL shader code:
glsl-captcha.vercel.app
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.
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
Wow, it is creeping up on 20 years... wow.. I feel old now :-)