Advertisement · 728 × 90

Posts by Mikkel Gjoel

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
Raytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond YouTube video by Graphics Programming Conference

At long last, the Teardown talk from the 2025 Graphics Programming Conference has been posted 🎉

youtube.com/watch?v=IM1D...

(as well as another drop of some other great-looking stuff, check the channel)

1 week ago 68 13 0 0
Post image

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
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

...should have added it's made by my colleague @jonas-meyer.bsky.social who is awesome. Go follow him :)

3 weeks ago 6 0 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
Battlefield 6: Pushing visual fidelity while optimizing for all hardware
Battlefield 6: Pushing visual fidelity while optimizing for all hardware YouTube video by Graphics Programming Conference

Graphics Programming Conference 2025 presentation recordings are now online: www.youtube.com/watch?v=iRVL...

1 month ago 48 14 0 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
Post image Post image Post image Post image

Here are some techniques I discovered through 14 years of shader programming:

2 months ago 166 34 4 1
Advertisement
Pushing Simulation to the Limit to Find Order in Chaos
Pushing Simulation to the Limit to Find Order in Chaos YouTube video by Drew's Campfire

A colleague sent me this: www.youtube.com/watch?v=8jVo...

No further comments needed, it's **very** good.

I've seen some of his videos in the past, but I missed this one. Glad I saw it.

2 months ago 25 10 1 0
Preview
Nanite Tessellation Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...

I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...

2 months ago 161 50 1 1
Post image

This post shows how to get different constants for the R2 low discrepancy sampling sequence which have the same properties, but are smaller valued, so behave better in floating point at high sample counts.
www.martysmods.com/a-better-r2-...

3 months ago 23 7 0 0
Post image

really digging this for a light config UI

3 months ago 21 2 1 0
Preview
Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM

graphicsprogrammingconference.com/archive/2025...

3 months ago 35 9 0 1
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5 YouTube video by SIGGRAPH Advances in Real-Time Rendering

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social‬
and @tiagocostav.bsky.social‬ from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!

3 months ago 62 16 0 0
SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination YouTube video by SIGGRAPH Advances in Real-Time Rendering

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "FAST AS HELL: IDTECH8 GLOBAL ILLUMINATION" by @idsoftwaretiago.bsky.social from id Software is now online: youtu.be/VTrdeqMMMK0?... Enjoy!

3 months ago 45 17 0 0
Post image

A presentation recording (ca. 10 minutes) and the PDF slides for my transmittance estimation paper are available now:
momentsingraphics.de/SiggraphAsia...

4 months ago 24 6 0 1
Advertisement
Blue Noise Made My Game Feel… Alive? (Outer Wilds-like Devlog)
Blue Noise Made My Game Feel… Alive? (Outer Wilds-like Devlog) YouTube video by Helvetica Scenario

Blue noise for object placement
youtu.be/24EmhUJeIAs?...

3 months ago 47 9 0 0
Preview
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
Preview
From profiling to kernel patch: the journey to an eBPF performance fix | Ritesh Oedayrajsingh Varma A story about how an innocent profiling session led to a change to the Linux kernel that makes eBPF map-in-map updates much faster.

New article! What do you do when profiling your code shows the slowdown isn't in your code, but deep in the kernel? Why, you grab the kernel source and go spelunking.

How a routine profiling session turned into a Linux kernel patch: rovarma.com/articles/fro...

4 months ago 30 12 1 1
A rendering of the LTC technique implemented in Gigi

A rendering of the LTC technique implemented in Gigi

The render graph of the LTC implementation

The render graph of the LTC implementation

The Gigi viewer showing the LTC implementation running

The Gigi viewer showing the LTC implementation running

Real-Time Polygonal-Light Shading with Linearly Transformed Cosines

Adam Badke implemented LTC in Gigi and it is now in the Gigi browser.

Adam's Repo: github.com/b1skit/LTCAr...

LTC paper: eheitzresearch.wordpress.com/415-2/

4 months ago 39 5 0 1
🐇 meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1

4 months ago 249 76 9 1
Video

This is Sektori! A twin-stick shooter I've been making (and documenting the journey) since April 2021. And it finally launched TODAY on Steam, PS5 and Xbox! Here's a fresh launch trailer, all shares highly appreciated. More game info in replies.

#indiegame #ps5 #xbox #steam #indiedev #gamedev

5 months ago 353 156 25 33
All Sources of DirectX 12 Documentation

All Sources of DirectX 12 Documentation - a new post on my blog
asawicki.info/news_1794_al...

4 months ago 32 9 0 0
Video

Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...

4 months ago 245 46 3 0
Advertisement
Post image

RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/SpectralRend...

5 months ago 79 21 4 1
Post image

New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...

5 months ago 113 38 1 1
Post image

New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

6 months ago 166 55 1 4
Post image

#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
Preview
GM Shaders Mini: Tonemaps How to conquer washed out lights and ugly color banding

mini.gmshaders.com/p/tonemaps

7 months ago 38 6 0 0