Advertisement · 728 × 90

Posts by Sébastien Lagarde

Direct3D 11.3 Functional Specification

Float to R8_UNorm conversion has a permitted tolerance of 0.6ulp in the DX spec. 0.55/255 on some GPUs rounds down to 0 and on others rounds up to 1/255. Dangerous behavior when R8_UNorm NumFramesAccumulated=0 is used by a denoiser to mark invalid history... microsoft.github.io/DirectX-Spec...

1 month ago 20 4 0 0
Post image

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

5 months ago 113 38 1 1
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.

A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.

Derivatives, Gradients, Jacobians and Hessians – Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...

8 months ago 130 34 3 1
Post image

It's time to share the program for the 2025 Advances in Real-time Rendering in Games.

Check out all the details here: advances.realtimerendering.com/s2025/index....

and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!

8 months ago 68 31 2 0
Post image

Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness!

Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...

See you there!!

10 months ago 17 12 0 1
JCGT is moving along | Real-Time Rendering

An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...

11 months ago 21 14 0 0
Preview
To Early-Z, or Not To Early-Z Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...

1 year ago 172 55 3 0
Advertisement
Post image

🎮 Graphics Programmers! Ready to shape the future of rendering?

Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series!

📅 Deadline: May 17, 2025
📩Submit to: wolfgang.engel@gmail.com
🔗 gpuzen.blogspot.com

#GraphicsProgramming #Rendering #GameDev #GPUZen #GPU

11 months ago 14 8 0 0
Preview
Rendering 'Assassin's Creed Shadows' 20th March, 2025 11:00am - 12:00pm - Assassin's Creed Shadows is a large systemic open world game with dynamic time of day cycles, a s...

Tired, lack of sleep, but thrilled to be at San Francisco for #GDC25, for the launch of #AssassinsCreedShadows , to share and give back to the awesome rendering community. schedule.gdconf.com/session/rend...

1 year ago 16 1 1 0
Preview
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi

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

1 year ago 115 19 0 0
REAC: 2025 Conference. REAC: Rendering Engine Architecture Conference.

REAC 2025 has been announced! Call for submissions is not OPEN! Deadline is March 28th. Our submission process is simple, give it a try! Make a good case for your presentation and see you at REAC! enginearchitecture.org/2025.htm

1 year ago 20 15 1 0
Video

#mathematics #math

1 year ago 255 42 5 4

I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out!

www.ludicon.com/castano/blog...

1 year ago 52 18 1 0
Post image

GPU Friendly Laplacian Texture Blending
jcgt.org/published/00...

1 year ago 49 8 0 4
Preview
Intel’s Battlemage Architecture Intel’s Alchemist architecture gave the company a foot in the door to the high performance graphics segment.

Good read on Intel’s new Battlemage GPU, discussing among others architecture, instruction throughput, global memory/local memory/cache bandwidth, atomics and PCIe link. chipsandcheese.com/p/intels-bat...

1 year ago 43 4 0 1
Learning to differentiably rasterize. Angelo Pesce's homepage & blog on computers, graphics and other things.

A new article appears! Finally I had the time to talk about gradient descent :) c0de517e.com/019_autoinig...

1 year ago 7 2 0 0

JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...

1 year ago 44 25 0 0
Advertisement

What a journey! Congrats for all those years at Dontnod. Wonderful achievement and many games shipped!

1 year ago 4 0 1 0
Preview
MΛX - Surfel Maintenance for Global Illumination A comprehensive explanation of my implementation of Surfel probe maintenance.

I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...

1 year ago 116 31 1 0
Video

New dithering method dropped

I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

Explainer video:
www.youtube.com/watch?v=HPqG...

Source repository:
github.com/runevision/D...

#gamedev #vfx

1 year ago 1592 384 47 32

For an example of how a UNet can be used in the context of temporal upscaling I recommend this Siggraph 2024 presentation community.arm.com/cfs-file/__k...

1 year ago 16 4 0 0
Video

In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.

1 year ago 709 109 11 9
How to Improve Shader Performance by Resolving LDC Divergence
How to Improve Shader Performance by Resolving LDC Divergence YouTube video by NVIDIA Game Developer

Thread divergence during constant buffer reads can have a big perf impact, this presentation discusses how to detect this on NVidia GPUs using GPU Trace and Shader profiler. Also shows how useful access to ISA is for understanding what the shader does under the hood. www.youtube.com/watch?v=HSsP...

1 year ago 63 8 1 0
Rendering tiny glades with entirely too much ray marching.pptx

Plain slides here: 1drv.ms/p/s!AqBt0HDa...

(OneDrive / online PowerPoint seems a bit cursed, so you may need to give it some time and/or retry it a bunch)

1 year ago 16 3 0 0
Rendering Tiny Glades With Entirely Too Much Ray Marching
Rendering Tiny Glades With Entirely Too Much Ray Marching YouTube video by Graphics Programming Conference

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

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

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

1 year ago 453 108 15 9
Occupancy Explained Through the AMD RDNA™ Architecture
Occupancy Explained Through the AMD RDNA™ Architecture YouTube video by Graphics Programming Conference

The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy !
www.youtube.com/watch?v=sHFb...
gpuopen.com/presentation...

1 year ago 76 23 0 1
Advertisement
Preview
Graphics Programming Conference 2024 - YouTube The Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and “masterclass” workshops with...

Graphics Programming Conference 2024 talks are up. Looking forward to learning the new Tomasz magic :) www.youtube.com/playlist?lis...

1 year ago 78 22 1 0
Collection of cover images from the books included on the list

Collection of cover images from the books included on the list

I often get asked about my book recommendations for graphics programming and game development. I updated my old list and made it easier to find on my website. With Black Friday/Cyber Monday, many are on sale right now (at least in Canada/US)
www.jendrikillner.com/books/

1 year ago 202 46 1 2
Post image Post image

We're very close to the release date of GPU Zen 3! a.co/d/gRPy2Ff

1 year ago 58 9 2 0