Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method jcgt.org/published/00...
Posts by Denis Ershov
Graphics & Engine programming (well, programming in general) is pretty much plumbing work in its essence. Don't belive me, here is the proof:
- Pipelines (Graphics Pipe, Pipeline States, Top of Pipe, Bottom of Pipe)
- Sinks (Commands & Console sinks)
- Leaks (Memory Leaks)
- 🧵🧵🧵🧵
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...
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS
finally done.
gpfault.net/posts/sph.html
Here are the slides for my "Live++: A Bag of Tricks" talk presented at Guerrilla Games last Friday.
Enjoy!
PPTX:
liveplusplus.tech/downloads/Gu...
PDF:
liveplusplus.tech/downloads/Gu...
#cpp
How Variable Rate Compute Shaders Improved GPU Performance in DOOM: The Dark Ages developer.microsoft.com/en-us/games/...
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...
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!
Hi hi, Dear ImGui 1.92.7 is released!
50+ changes (e.g. tables reworked columns freezing with hidden columns, reorder from context menu, webgpu for emscripten 5 & wgvk native, nav keyboard/gamepad to open context menus, & many fixes/improvements)
github.com/ocornut/imgu...
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...
Johan Goossens has rewritten Balázs Jákó's ImGuiColorTextEdit text editor widget (which has been unmaintained for years and had various forks) and made a newer version, with many fancy features: github.com/goossens/ImG...
I made a game! Do you like playing your favorite arcades but feel like there's not enough ray tracing?
You can now play my "bin packing" classic with full path tracing.
Open source and free (executables in the bin folder):
github.com/boksajak/Bin...
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-...
2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani...,
graphicrants.blogspot.com/2026/03/vari...
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...
Path traced volume of a bunny
Path traced volume of a bunny with an emissive center
Path traced volume of a bunny
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!
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
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...
Adobe just released an Apache-2.0 licensed reference implementation of the OpenPBR Surface standard, extracted from their in-house Eclair renderer.
Neat trick: the reference implementation cross-compiles for C++, GLSL, Cuda, Metal, and Slang!
github.com/adobe/openpb...
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...
Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...
youtu.be/mvCoqCic3nE?...
lovely old article by @noelfb.bsky.social is on the-orange-site www.noelberry.ca/posts/making... love it! one thing that struck me (re)reading it was that your goal makes a HUGE difference: are u making your own game tools *to make a game you have in mind* or *to make your own game tools*
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
Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...
Over the last year, I made a shooter game in 64 KB
youtu.be/qht68vFaa1M
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book.
We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.
The book is now available on Amazon.