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Posts by Alex Tardif

Introduction to Spherical Harmonics for Graphics Programmers

INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS

finally done.

gpfault.net/posts/sph.html

1 week ago 268 82 8 2

Cool project, it's encouraging that you could integrate it in one evening :D

1 week ago 1 0 0 0
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Graphics Programming weekly - Issue 435 - April 5th, 2026 www.jendrikillner.com/post/graphic...

1 week ago 75 27 0 0

I knew this area would hit different with RT. One of my favs, awesome :D

1 week ago 1 0 1 0
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Eastward on Steam Welcome to the charming world of Eastward - population declining! Journey through a society on the brink of collapse. Discover delightful towns, strange creatures and even stranger people! Wield a tru...

I always recommend Eastward
store.steampowered.com/app/977880/E...

3 weeks ago 1 0 0 0

I can't claim much credit, but the people I get to work with are incredible :D

3 weeks ago 0 0 0 0
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Looks great btw :-)

3 weeks ago 9 0 3 0
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Cover Reveal – Soulframe All subscribers will also be receiving a code to jump into Soulframe early!

I can't believe I get to work on Soulframe. I fell into a dream game that resonates with my spirit in a way I did not think I would ever get the chance to experience, and for a company that believes in human made experiences.
gameinformer.com/cover-reveal...

3 weeks ago 21 0 2 0

Amazing :D Thank you for all your work with Slug!

1 month ago 1 0 0 0
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New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
terathon.com/blog/decade-...

1 month ago 273 86 11 4

A generation of artists tossed away as valueless while consumer hardware becomes unavailable and unaffordable and your $500+ electricity bill all for the privilege of subsidizing the Gooner Lipstick Filter Pro while technologists expect you to clap that the glorious future of video games has arrived

1 month ago 21 2 2 0
DirectX 12 News from GDC 2026 - My Comments

DirectX 12 News from GDC 2026 - My Comments
asawicki.info/news_1801_di...

1 month ago 20 11 1 0
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Nanite + Reyes Let's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th...

2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani...,
graphicrants.blogspot.com/2026/03/vari...

1 month ago 76 28 2 0
Path traced volume of a bunny

Path traced volume of a bunny

Path traced volume of a bunny with an emissive center

Path traced volume of a bunny with an emissive center

Path traced volume of a bunny

Path traced volume of a bunny

Path traced living room with a homogeneous fog volume

Path traced living room with a homogeneous fog volume

GPU Tracing Participating Media
alextardif.com/Participatin...

Just some HLSL this time :-) Not a long form post, I've been reading PBR and maybe this will be helpful to share!

1 month ago 79 12 0 0
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DirectX: Bringing Console-Level Developer Tools to Windows - DirectX Developer Blog On March 12th 2026 the DirectX team, together with our hardware partners, hosted DirectX: Bringing Console-Level GPU Developer Tools to Windows at GDC.

devblogs.microsoft.com/directx/dire...

1 month ago 16 5 0 0
DirectX Raytracing (DXR) Functional Spec, Part 2 Engineering specs for DirectX features.

DXR 2.0 specs were now made public πŸŽ‰
microsoft.github.io/DirectX-Spec...

1 month ago 23 11 1 0
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GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf

A self-contained, portable implementation of Adobe's OpenPBR 1.0 BSDF github.com/adobe/openpb...

1 month ago 31 4 1 0
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Think in VR I'd avoid it just because of the potential for the adaptation to upset the user haha, I can already feel it in my stomach from thinking about it

1 month ago 2 0 1 0

Yeh the EV relationship is an interesting one, I don't remember if I considered that when I wrote it (I didn't school myself on perception until later) but retrospectively it would make sense to use it for that benefit too :-)

1 month ago 2 0 2 0

Ah this is so cool! Thanks for sharing, it is a lot of fun to follow along with your excellent work :D

1 month ago 1 0 1 0
Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions.

irradiance.ca/posts/micros...

1 month ago 51 15 1 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...

1 month ago 48 14 0 0
Vulkan memory barriers and image layouts explained – RasterGrid | Software Consultancy

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

1 month ago 33 9 1 0

For sure, and we have plenty of evidence already that this is true, though I don't think that it gets proper attribution.

1 month ago 0 0 1 0

Lowballed indeed. I was probably hyped from building what would become ZOS's new, dead engine, none of which has been seen.

The downsides are real, but I'm especially grateful UE5 existed in time for this layoff era, and for catalysing developers of games like Expedition 33.

1 month ago 0 0 1 0
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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 :)

1 month ago 88 18 5 2
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Exciting :D ordered mine!

1 month ago 4 0 0 0
A path traced image of a volumetric bunny in a living room

A path traced image of a volumetric bunny in a living room

Being visited by a dreamy bunny

2 months ago 9 0 1 0
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Forget Superresolution, Sample Adaptively (when Path Tracing) Real-time path tracing increasingly operates under extremely low sampling budgets, often below one sample per pixel, as rendering complexity, resolution, and frame-rate requirements continue to rise. ...

Interesting paper showing great results for replacing standard low-res rendering + temporal upsampling (DLSS) with high-res GBuffer + adaptive sampling. Makes sense given rising costs of lighting computations vs GBuffer. arxiv.org/abs/2602.08642

2 months ago 39 10 0 0

PS5 and PC πŸ‘€

2 months ago 35 2 3 0