meshoptimizer 1.1 is out!
github.com/zeux/meshopt...
Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :)
Boosts and repository stars are welcome!
Posts by Erik Jansson
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-...
Yup, reversing orthographic projection doesn't give better depth precision like perspective projection. It does shuffle around the bits enough to change the results, and in the case of dir. lights it depends a bit on the setup if it's for the better or not. We also changed it for consistency's sake.
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Explore a warped Manhattan on the brink of paranatural annihilation in CONTROL Resonant, a thrilling action-adventure RPG.
Watch the announcement trailer: youtu.be/WhQm-ExRz60
CONTROL Resonant is out in 2026 on PlayStation 5, Xbox Series X|S, PC, and Mac.
#CONTROLResonant
After nine years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
On my way to GPC together with some other fine folks from Remedy. Looking forward to meeting you all again to talk about graphics and drink Texels!
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...
A little something I've been meaning to write for a while martinfullerblog.wordpress.com/2025/09/26/a...
Thank you to the awesome people at Machine Games and id Software!
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 👴).
therealmjp.github.io/posts/ten-ye...
Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...
Debugging AMD-Specific Issues with Driver Experiments Tool - new article on my blog.
asawicki.info/news_1788_de...
For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast.
www.youtube.com/watch?v=T1tX...
All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm
Happy to announce my new side project is translating the illest squirrel-based manga of 2025
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...
Lambert model (left), the classic “qualitative” Oren–Nayar QON model (center), and our new EON model (right), all at maximal roughness and the same single-scattering albedo color. The top and bottom rows show front and side-lit cases respectively. The EON model compensates for the energy loss of the QON model, producing similar brightness to the Lambert model combined with the characteristic “flattening” and enhanced backscattering of the Oren–Nayar model.
EON: A practical energy-preserving rough diffuse BRDF; by Portsmouth, Kutz, and Hill. www.jcgt.org/published/00...
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!
Reposts appreciated :)
zeux.io/2025/03/31/m...
Today on Digital Foundry - what is RTX Mega Geometry and how does it run in Alan Wake 2? We're looking at efficiency, quality and performance improvements here and curiously, in our tests, it's RTX 20-series and 30-series that benefit most: youtu.be/_SpSLPHvHAs
WIth the Blackwell Whitepaper we are getting more detial about Mega Geometry - long live the CLAS! I have been looking at the added performance (and fidelity) from its usage in Alan Wake 2 and even on older classes of RTX 2000 hardware it is basically "free performance".
Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
This holiday season, give yourself the gift of wondering whether you'd enjoy working on the Playstation graphics stack and making life better for graphics programmers, because we're hiring for our rendering APIs! job-boards.greenhouse.io/sonyinteract...
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.
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...
damn, we must've passed by each other ☹️
luckily, the graphics world is small! I'm sure we'll run into each other somewhere! I've already decided to go to GPC 2025! 🍻
Dr. PIX is a hero!
I was trying to find out where the GPU capture actually came from, it's been a while since I made it! It turns out that it was from a PIX update blog post: devblogs.microsoft.com/pix/pix-2104/. I don't think Mr. SSAO is actually involved here, but it looked convincing enough! 😆
Dr. PIX
That reminds me, I don't think I've shared this one before!
It was a blast! 🔥
Looking forward to hanging out with you all again next year!