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...
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...
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o...
I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!
zeux.io/2025/09/30/b...
Crazy how fast time flies by.. For me personally, the ability to do shader prints and validation once bindless was in place, was probably one of the biggest QOL improvements I could've ever dreamed of π
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.
(And yes it's really been 10 years π΄).
therealmjp.github.io/posts/ten-ye...
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.
github.com/diharaw/hybr...
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
Congratulations!
Big thanks to Intel Labs for the recognition!
Traverse Research is proud to have helped render 1 trillion triangles with real-time path tracing, and to accelerate ML using the new DPAS op on Intel GPUs.
A thrilling challenge and an incredible collaboration.
community.intel.com/t5/Blogs/Tec...
Very impressive! Can't wait to see more details on the tech that was cooked up π
The Breda framework π¦ utilizes feature toggles for the configuration of most systemsποΈ. In this video, we take a look at the βray-traced-reflectionsβ feature toggle πͺ©. We use it to enable or disable the reflections in our renderer. First we use the web interface, then the configuration file system.
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
The render graph debug composer is an essential component of the Breda framework. It allows us to view any resource we use during render graph construction ποΈ. In this video, we select a few textures which are used while rendering our final image.
Looking great! Anything in particular that resulted in such a performance uplift?
I've updated links in all of the bindless series post, as well as included a small segment on "we've got bindless resource bounds checking at home!" Buffer bounds checking specifcally was super worth it, as this surfaced quite a few unnoticed bugs.
blog.traverseresearch.nl/bindless-ren...
JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...
Very nice work!
In case you're looking for the perfect university for 2025/2026:
Consider the game program of Breda University. :) Teaching team straight out of gamedev, C++, strong focus on graphics, and dedicated tracks for programming, art and design.
Tuition fee this year is 2530 for EU citizens.
games.buas.nl
Huh, TIL. The "transform normals with inverse transpose matrix" is not ideal, turns out. Adjugate matrix is both better and faster to calculate. See github.com/graphitemast... and shadertoy by iq himself: www.shadertoy.com/view/3s33zj
I'm keeping updated this super comprehensive collection of <Light Transport> papers (by tech and by year), from the Kajiya eq to latest differential and neural approaches, passing by RRT and MC theories | As before, repost if you think it may be useful to others.
drive.google.com/drive/folder...
Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
The first edition of GPC has been absolutely amazing, had a great time listening to talks and meeting awesome folks! Can't wait to see what the second edition will grow to π
Our entire bindless abstraction for both vulkan and dx12 is built on templates, and has been running very stable for quite some time already.
Here's something I've been working on that's (hopefully) useful for others: a single-header spherical harmonics support library for HLSL 2021
github.com/TheRealMJP/S...
Challenge Photo A Day 2024
October 21
#fmspad
First steps of a workgraph path tracer, already beating a naive pipeline-based path tracer in terms of performance. Still long ways to go before getting in the ballpark of a wavefront PT.
A major painpoint is definitely having to generate nodes due to recursion being a bit limiting.
Thanks for creating all these great lists that help us get started here.
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
bsky.app/starter-pack...
Suppose I'll give this platform a go as well π , activity seems to be quite nice compared to the alternatives already.