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Posts by Helmut Garstenauer

Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method jcgt.org/published/00...

2 days ago 35 7 0 2
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Anvil Engine - YouTube

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...

6 days ago 37 10 0 0
Introduction to Spherical Harmonics for Graphics Programmers

INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS

finally done.

gpfault.net/posts/sph.html

1 week ago 269 82 8 2
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The #WebGPU AVBD-based physics engine is now live!

Webphysics Live Demo: jure.github.io/webphysics/
Code: github.com/jure/webphys...

1 week ago 13 4 0 0
image showing demo tracker in use, in an obvious case where one program is using more GPU than the machine has.

image showing demo tracker in use, in an obvious case where one program is using more GPU than the machine has.

I am not sure I can overstate how useful this tool is. Not sure if your game is paging out GPU-memory to system-memory? Well now you know :)

github.com/jonasmr/demo...

3 weeks ago 55 17 1 1
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Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine.
i hope you enjoy & find this few months worth of freetime article useful...
mamoniem.com/behind-the-p...

1 week ago 83 23 0 2

Ah, @xordev.com ported my erosion filter to Shadertoy alternative fragcoord.xyz, where all the parameters can be conveniently tweaked with sliders instead of having to edit code values and recompile.

2 weeks ago 88 17 1 0
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GDC 2026 | Session Replays - YouTube Watch our GDC 2026 sessions on-demand, which explore how NVIDIA RTX™ neural rendering and AI are defining the next era of gaming.

Nvidia's GDC 2026 presentation recordings are now online youtube.com/playlist?lis...

3 weeks ago 18 5 0 0
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Video

My erosion filter is out! Video, blog post, and shader source.

It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.

Explainer video:
www.youtube.com/watch?v=r4V2...

Companion blog post:
blog.runevision.com/2026/03/fast...

#ProcGen #vfx #GameDev

3 weeks ago 545 170 16 5
GitHub - memononen/data_inheritance: Data Inheritance proto Data Inheritance proto. Contribute to memononen/data_inheritance development by creating an account on GitHub.

I just released an article how to do that on property and container level. It tries to cover both the low level bits and the UI. It's one of those problems that have to be worked as a whole.

github.com/memononen/da...

3 weeks ago 10 6 3 0
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Here's a write-up of my investigations into a technique called "Inertial Easing" - an interesting idea on how to use easing functions for spring-damper-like applications.

theorangeduck.com/page/inertia...

4 weeks ago 44 12 5 0
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I spent some of this week making an I/O system for level scripting in Unreal for @sleightofhand.game! I have long had thoughts on why these kick ass. Here's an unusually long blog post on:

-why these kick ass
-why they are necessary
-how mine works
-etc etc

www.joewintergreen.com/i-o-systems-...

1 month ago 259 76 19 5
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Experimental: PickyPalette — a color picker that shows you the weight of each color as you build your palette.

See how much space a color claims. Every color fights for its territory in the color space. So you know exactly how dominant or subtle your pick is. WDYT?

meodai.github.io/color-palett...

1 month ago 209 35 17 0
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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-...

1 month ago 273 86 11 4
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My MLPZen project comes with a sample showing a simple neural texture compression (NTC). You don't need a complex vendor-locked SDK with proprietary extensions to start experimenting with NTC for your game. This project is pure DirectX 12/HLSL. Github: github.com/boksajak/MLP...

1 month ago 9 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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The nicest article about JPEG compression, by @sophielwang.bsky.social The moment there are color stats involved, I’m in.

It’s so well done it makes me think we need some kind of online library where articles like this get preserved.

www.sophielwang.com/blog/jpeg

1 month ago 588 93 17 6
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Path traced volume of a bunny

Path traced volume of a bunny

Path traced volume of a bunny with an emissive center

Path traced volume of a bunny with an emissive center

Path traced volume of a bunny

Path traced volume of a bunny

Path traced living room with a homogeneous fog volume

Path traced living room with a homogeneous fog volume

GPU Tracing Participating Media
alextardif.com/Participatin...

Just some HLSL this time :-) Not a long form post, I've been reading PBR and maybe this will be helpful to share!

1 month ago 79 12 0 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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Qaws (قوس) Arabic for *arc*, *bow*, *curve*. A dependency-free C11
library for creating, evaluating, sampling, traversing, and inspecting
parametric curves and surfaces in 2D and 3D.

A dependency-free C11 library for parametric curves and surfaces in 2D/3D.
1/13

1 month ago 33 14 2 0
Do *you* understand ISO?
Do *you* understand ISO? YouTube video by minutephysics

So it turns out I've misunderstood and therefore sometimes been misusing ISO on my cameras for the entire time I've been using cameras, and since how I was taught is very common, I'm willing to bet there's a good chance you misunderstand too:

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

1 month ago 8 2 0 1
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GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf

My team just open-sourced our internal implementation of the OpenPBR BSDF from our path tracer: github.com/adobe/openpb...

1 month ago 26 7 0 0
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Excited to share our new work at CVPR 2026: Learning Convex Decomposition via Feature Fields.

We introduce the first feedforward openworld model that generates high-quality convex decompositions for any 3D shapes in seconds, enabling faster simulation.

Project: research.nvidia.com/labs/sil/pro...

1 month ago 12 6 1 1
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We have a new 3D AVBD Web Demo for our "Augmented Vertex Block Descent" method. Thanks, Chris Giles!
Try it yourself:
graphics.cs.utah.edu/research/pro...
Source code available.

1 month ago 87 24 3 1
Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions.

irradiance.ca/posts/micros...

1 month ago 52 16 1 0
Vulkan memory barriers and image layouts explained – RasterGrid | Software Consultancy

Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...

1 month ago 33 9 1 0
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Shipping Neural Texture Compression in Assassin’s Creed Mirage A neural material texture compression technique that uses machine learning to exploit the cross-channel structure and reconstruct full PBR materials in real time, enabling high compression rate in Ass...

Full article: www.ubisoft.com/en-us/news/i...

1 month ago 3 4 0 0
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Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026

1 month ago 59 15 3 1
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Adventures in Neural Rendering part 2: Cooperative vectors In the previous blog post we discussed a few potential neural network (MLP) applications in rendering and one of the conclusions was that although easy to implement, inference cost can be quite hig…

Continuing the adventures in neural networks, investigating how they can be hardware accelerated using Cooperative Vectors in HLSL, achieving impressive speedups. interplayoflight.wordpress.com/2026/02/21/a...

2 months ago 28 3 0 0
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Using ReSTIR to importance sample the brightest pixels on an image

www.shadertoy.com/view/XfycWw

1 year ago 88 20 1 0