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Posts by Antoine Cohade

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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!

2 weeks ago 103 35 5 0
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🔔 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

3 weeks ago 8 5 0 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
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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.

All of what we announced for PIX at GDC.
devblogs.microsoft.com/directx/dire...

1 month ago 45 11 1 4
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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

2 months ago 16 3 5 3
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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

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".

4 months ago 469 192 19 12
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#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....

6 months ago 82 22 0 1
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Anno 1800: Frame Analysis | Thomas Poulet In depth analysis of the steps required to get a frame from Anno 1800 onto the screen.

Anno 1800: Frame Analysis blog.thomaspoulet.fr/posts/anno-1...

8 months ago 34 9 1 0
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
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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
Quaternions - Freya Holmer | NGJ2025
Quaternions - Freya Holmer | NGJ2025 YouTube video by Nordic Game Jam

my NGJ2025 talk about Quaternions is up! 💫

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

10 months ago 472 51 18 5
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025
The Witcher 4 - UE 5.6 Tech Demo | State of Unreal 2025 YouTube video by IGN

Excited to finally show off Nanite Foliage www.youtube.com/watch?v=FJtF...

10 months ago 210 45 14 2
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Intel’s Battlemage Architecture Intel’s Alchemist architecture gave the company a foot in the door to the high performance graphics segment.

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...

1 year ago 18 7 0 0
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Massaging the Shader Compiler to emit Optimum Instructions Modern GPU’s feature sophisticated instruction sets for executing shaders. However this blog details how unintiutive it can be to have the shader compiler leverage the optimum instruction. Co…

Another small gem for Graphics Engineers: martinfullerblog.wordpress.com/2025/01/13/m...

1 year ago 59 16 0 0

Definitely, when I was looking at tessellation / subdivision it quickly became a key concept to wrap your head around !

1 year ago 2 0 0 0

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.

1 year ago 5 2 0 0
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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...

1 year ago 50 12 0 1
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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

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 ?

1 year ago 1 0 0 0
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Very cool "simple" shader optimization Thread :) Interesting to see how fare you can get when taking into account GPU execution models into account !

1 year ago 3 0 1 0

and Sebastian Aaltonen :)

1 year ago 3 0 3 0
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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...

1 year ago 122 38 1 2