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Posts by Denis Ershov

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

1 day ago 35 7 0 2
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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)
- 🧵🧵🧵🧵

5 days ago 7 1 1 0
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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

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

1 week ago 45 10 7 1
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How Variable Rate Compute Shaders Improved GPU Performance in DOOM: The Dark Ages A closer look at how a close engineering collaboration between id Software and Xbox ATG brought DOOM: The Dark Ages to life.

How Variable Rate Compute Shaders Improved GPU Performance in DOOM: The Dark Ages developer.microsoft.com/en-us/games/...

1 week ago 38 9 0 0
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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
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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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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...

2 weeks ago 96 20 3 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
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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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...

1 month ago 64 7 0 0
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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...

1 month ago 11 5 2 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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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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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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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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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
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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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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...

1 month ago 39 7 1 0
DirectX Raytracing (DXR) Functional Spec, Part 2 Engineering specs for DirectX features.

DXR 2.0 specs were now made public 🎉
microsoft.github.io/DirectX-Spec...

1 month ago 23 11 1 0
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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

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...

1 month ago 38 7 0 0
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
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages YouTube video by Graphics Programming Conference

Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...

youtu.be/mvCoqCic3nE?...

1 month ago 33 15 0 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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Making Video Games in 2025 (without an engine) Thoughts, tools, and libraries I use to make games

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*

1 month ago 45 5 2 1
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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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Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...

1 month ago 49 17 0 0
How I made a shooter game in 64 KB
How I made a shooter game in 64 KB YouTube video by daivuk

Over the last year, I made a shooter game in 64 KB
youtu.be/qht68vFaa1M

2 months ago 23 8 2 4
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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.

2 months ago 50 10 1 0