In this video series, the team and I dive into some of the tech behind Assassin’s Creed Shadows, and what powers the Anvil engine.
We cover Atmos, Large-Scale Rendering, Micropolygon, and Ray Tracing.
#Anvil #AssassinsCreed #AssassinsCreedShadows
www.youtube.com/playlist?lis...
Posts by Christoph Kubisch
Graphics Programming weekly - Issue 436 - April 12th, 2026 www.jendrikillner.com/post/graphic...
At long last, the Teardown talk from the 2025 Graphics Programming Conference has been posted 🎉
youtube.com/watch?v=IM1D...
(as well as another drop of some other great-looking stuff, check the channel)
Graphics Programming weekly - Issue 435 - April 5th, 2026 www.jendrikillner.com/post/graphic...
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!
Link seems to have changed youtu.be/0IrzX4LDIx8
One of my favorite old school rendering tricks is the abusing mip maps for fades and Fresnel. At this point perhaps most famously done in Mario Sunshine for the ocean water sparkles.
blog.mecheye.net/2018/03/deco...
youtu.be/6pFNyscvz_w Some more details on the recently shown forest path tracing can be found in this presentation, as well as other useful tips on path tracing integration. In general a lot of NVIDIA GDC 2026 presentations are now public
Archipelago
#ProcGen
Jean-Eudes Marvie just released a major update to his open source gaussian splatting sample #vulkan #3dgs.
A lot of new rendering techniques were added
github.com/nvpro-sample...
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani...,
graphicrants.blogspot.com/2026/03/vari...
Thanks for your awesome service to the Vulkan community!
Running #NVIDIA’s Zorah assets in #Anvil.
Our Micropolygon (MPH) pipeline streams massive geometric detail, enabling film-level complexity in real time.
MPH already shipped in #AssassinsCreedShadows, scaling from Switch 2 all the way up to high-end PCs.
schedule.gdconf.com/session/micr...
Graphics Programming weekly - Issue 431 - March 8th, 2026 www.jendrikillner.com/post/graphic...
Another experimental custom vfx volume modifier for meshes + custom particle processor.
selective particle emission + light on any mesh shape by intersecting the modifier volume sdf w/ random ptx spawn points on geometry data fetched in particle processor
#gamedev #godotengine #vfx #rtvfx #wip
Happy to work with a very cool team and contribute to the forest ray tracing project. youtu.be/RgpAc7U29BA Great collaboration with CD Projekt Red. We will open source the Vulkan sample later this year.
Great to see renewed interest in #AssassinsCreedUnity following the new 60fps patch.
If you’re curious about some of the tech behind it— global illumination and early GPU-driven pipeline —I shared a few details in my GDC talk. youtu.be/yj5pYktC3X8?...
#AssassinsCreed
Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...
Yesterday on stream we've sketched out most of the support code for descriptor heaps. If you want to see the rest of the owl, I've committed the remaining pieces after the stream. For now all of the previous descriptor code is still required to support production drivers.
github.com/zeux/niagara...
Feels familiar, and yet that sort of making the wrong turn with the investigation (dismantling the complex system rather than the simple things) happens again and again.
"It's So Fluffy" #3dgs #GaussianSplatting
Photo by G. Solecki/A. Piętak of a small figurine of a bear carved out of amber between 9600 and 4100 BC. The amber is a deep translucent orange. The display lighting makes it glow in places. The bear's head is carved to show ears, mouth, nostrils and eyes. A hole runs through the bear’s torso, suggesting it was threaded onto a cord. Dimensions: Length 10.2 cm, Height 4.2 It was discovered in Słupsk during peat mining in 1887. According to the museum catalogue ‘’Shortly after its discovery, the figure underwent conservation work to restore its original appearance as it was covered with a layer of dull patina from the exposure to the minerals contained in the peat. Already at that time, at the end of the 19th century, it was assumed the restoration had gone too far. The figure was stripped entirely of patina, the anatomical features of the animal were emphasised, the eyes and nostrils were sharply drawn, and the amber was carefully polished”. In 2013, a competition was organised by the Education Department of the National Museum in Szczecin, for children to choose a name for the bear. The winning name was ‘Słupcio’,
A little bear figurine carved out of amber some 6,000 years ago 🐻❤️
A hole runs through the bear’s torso suggesting it was threaded on a cord, perhaps worn or carried as a protective charm.
Found in a peat bog near Słupsk, Poland, in 1887.
📷 National Museum in Szczecin
#FindsFriday
#Archaeology
While working on spark.js, I realized that common normal map compression formats weren’t supported in popular frameworks like three.js. I added the necessary support to three.js and wrote an article to shed some light on the topic:
ludicon.com/castano/blog...
#webgpu #webgl #threejs #sparkjs
A colleague sent me this: www.youtube.com/watch?v=8jVo...
No further comments needed, it's **very** good.
I've seen some of his videos in the past, but I missed this one. Glad I saw it.
This feels like the texturing version of spinning around my model.
Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.
Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...