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 Antoine Cohade
🔔 We’re #Hiring! The Forge Interactive is looking for Graphics Programmers and Interns to join our team!
🌐 Apply on LinkedIn: The Forge Interactive, Inc.
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani...,
graphicrants.blogspot.com/2026/03/vari...
unity's recently added auto lod mesh generation is actually quite good at retaining shape even with some heavy reduction. of course, when you go to the extremes, things obviously start breaking down
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".
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides posted: "Adaptive Voxel-Based Order-Independent Transparency" shipping in the upcoming Call of Duty: Black Ops 7 by Michal Drobot from Activision Central Tech is now online: advances.realtimerendering.com/s2025/index....
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...
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!!
my NGJ2025 talk about Quaternions is up! 💫
www.youtube.com/watch?v=PMvI...
Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...
Hello you fine Internet folks,
Today's article is on Intel's Battlemage Architecture found in the B580 dGPU and what improvements have been made compared to the last generation Alchemist architecture.
Hope y'all enjoy!
open.substack.com/pub/chipsand...
old.chipsandcheese.com/2025/02/10/i...
Definitely, when I was looking at tessellation / subdivision it quickly became a key concept to wrap your head around !
This is a Most Excellent essay to watch, that explores sooo many worthy topics and is relevant for everyone!
Just don't start watching it right as you were about to go to bed, as I did, lest you want to inevitably extend your wake up time to the full length of the video.
I was surprised to hear that many graphics people were surprised to learn that normals should be transformed with the adjugate transpose matrix. This is something I've written about extensively, so here's a new blog post that talks about what's going on.
terathon.com/blog/transfo...
Graphics Programming Conference 2024 talks are up. Looking forward to learning the new Tomasz magic :) www.youtube.com/playlist?lis...
I’ve always been curious about this pre-pixel barrier.. The hardware must store somehow pre-shading pixels (some kind of ring buffer, maybe?). Don’t you ultimately run out of that storage preventing any VS to be dispatched ?
Very cool "simple" shader optimization Thread :) Interesting to see how fare you can get when taking into account GPU execution models into account !
and Sebastian Aaltonen :)
I feel the need to shout out this awesome D3D12 feature table that a few people from the DirectX discord put together: d3d12infodb.boolka.dev/FeatureTable...