This is very close to how eyes work in our pipeline.
Bonus: our eye shader internally implements a variant of manifold exploration to handle eye caustics. The eye shader is literally a more advanced light transport system than the main renderer, inside of a shader, inside the main renderer.
26.02.2026 06:21
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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
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Writings
any further updates, you can find on my website
jbaker.graphics/writings/ind...
25.01.2026 05:41
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Good read as always! The page title of issue 424 seems to be 423.
24.01.2026 16:46
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In-Engine · Double Fine's Keeper - Unreal 5 Exploration
YouTube video by Double Fine
the "in engine" double fine keeper video is making me feel so affirmed right now. they solved similar problems that i've had to solve over the years in similar ways! i do actually know what i'm doing! that's nice
youtu.be/VMa5xbjL3BU?...
16.01.2026 23:57
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A strand based hair simulation running on GPU
YouTube video by Jorrit Rouwe
A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o
10.01.2026 21:07
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cseweb.ucsd.edu/~tzli/novelt...
I gave an internal talk at UCSD last year regarding "novelty" in computer science research. In it I "debunked" some of the myth people seem to have about what is good research in computer science these days. People seemed to like it, so I thought I should share.
09.01.2026 17:21
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Our #SIGGRAPHAsia 2025 paper "Sample Space Partitioning and Spatiotemporal Resampling for Specular Manifold Sampling" improves #realtime #caustics rendering.
Project Page: graphics.cs.utah.edu/research/pro...
@daqilin.bsky.social @tizian.bsky.social
14.12.2025 22:12
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A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page:
graphics.cs.utah.edu/teapot/
11.12.2025 05:34
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SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
#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
11.11.2025 23:45
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Game Architectures with Alex Evans and Anton Mikhailov
YouTube video by Wookash Podcast
i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...
01.11.2025 19:06
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In order to get to the morphs we have in Keeper now I first experimented with different approaches. Here is one of the early tests in which "surflets" are used to transform from one to another mesh. I still love the "wiggly paths" during the transition.
27.10.2025 19:26
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a 2D proof of concept of the jump flooded cone map
I'd heard of cone stepping before, but the big question for me was whether it was even possible to generate them in real-time with jump flooding, especially cones of different sizes rather than just at different heights, and if you can scale it from 1D to 2D
turns out, the answer is, yeah, you can!
21.10.2025 02:16
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via the magic of laion_clap embeddings and umap, my live coding thingy has a sample browser at last!
31.10.2025 18:27
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I've pushed some updates to github.com/andrewwillmo... over the last weeks, including an incremental Sobol generator, some ToTriangle/ToRot variations, Gaussian walks and events, and a jitter modifier. My little test-suite GUI app for it is now online too: andrewwillmott.github.io/app/GenDistT...
06.10.2025 17:56
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Couple pieces about this work -
about the sphere packing, using voxel "dart throwing" on the GPU:
jbaker.graphics/writings/sph...
about the reuse of the data structure from the sphere packing, reinterpreting it as a grid-based raytracing acceleration structure:
jbaker.graphics/writings/dda...
29.09.2025 12:07
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Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
10.09.2025 15:51
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Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
03.09.2025 19:54
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Hi, is there any particular reason the "Part I" is not livestreamed nor recorded? Really like to watch the talk with virtual access.
13.08.2025 03:42
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Somehow "Part I" of Advances in Real-Time Rendering in Games is not livestreamed while the "Part II" is...
12.08.2025 17:00
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SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
10.08.2025 14:46
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As the date for the 20th anniversary of Advances is coming, I realized some content was missing.
Posted 2007 and 2008 courses online - check them out!
advances.realtimerendering.com
09.08.2025 09:15
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Alright, due to popular demand, let's start talking about the
🎶 Beasts with the fur (with the fur) 🎶
in ✨HERDLING ✨
Here's a 🧵 with the process and tech behind the fur on our fluffy Calicorns:
04.08.2025 10:23
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Herdling Future Games Show & Demo Trailer
YouTube video by Panic
I worked on HERDLING (coming out soon!) for the past ~3 years and there's a lot of tech-art goodness there, from fur and foliage to clouds and water shaders ✨
I'm planning on sharing some behind the scenes goodness, but is there anything in particular you're interested in learning more about? 👀
31.07.2025 12:37
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Publishing your @Desmos Graph gallery:
Now with 2D and 3D graphs !
Even more convenient with the new always up-to-date URLs ;-) .
Several options in the the script (e.g., default: not displaying untitled tests).
github.com/FabriceNeyre...
e.g., mine: evasion.inrialpes.fr/~Fabrice.Ney...
30.07.2025 07:03
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GitHub - jakericedesigns/SteerablePerlinNoise: Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025
Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 - jakericedesigns/SteerablePerlinNoise
One of my coworkers, @tearsofjake.bsky.social, has a talk at SIGGRAPH this year about this really cool steerable perlin noise technique that was used on Moana 2. He's just posted some handy reference implementations for Houdini, Unity, Godot, and Blender; check it out!
github.com/jakericedesi...
28.07.2025 19:01
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