New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
Check out all the details here: advances.realtimerendering.com/s2025/index....
and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
Check out all the details here: advances.realtimerendering.com/s2025/index....
and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...
See you there!!
Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...
See you there!!
therealmjp.github.io/posts/to-ear...
therealmjp.github.io/posts/to-ear...
Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series!
📅 Deadline: May 17, 2025
📩Submit to: [email protected]
🔗 gpuzen.blogspot.com
#GraphicsProgramming #Rendering #GameDev #GPUZen #GPU
Submit your proposal today for GPU Zen 4, the next volume in the acclaimed GPU Zen series!
📅 Deadline: May 17, 2025
📩Submit to: [email protected]
🔗 gpuzen.blogspot.com
#GraphicsProgramming #Rendering #GameDev #GPUZen #GPU
github.com/mxcop/src-dgi
github.com/mxcop/src-dgi
www.ludicon.com/castano/blog...
www.ludicon.com/castano/blog...
jcgt.org/published/00...
jcgt.org/published/00...
m4xc.dev/blog/surfel-...
m4xc.dev/blog/surfel-...
I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.
Explainer video:
www.youtube.com/watch?v=HPqG...
Source repository:
github.com/runevision/D...
#gamedev #vfx
I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.
Explainer video:
www.youtube.com/watch?v=HPqG...
Source repository:
github.com/runevision/D...
#gamedev #vfx
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
(OneDrive / online PowerPoint seems a bit cursed, so you may need to give it some time and/or retry it a bunch)
(OneDrive / online PowerPoint seems a bit cursed, so you may need to give it some time and/or retry it a bunch)
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
www.youtube.com/watch?v=sHFb...
gpuopen.com/presentation...
www.youtube.com/watch?v=sHFb...
gpuopen.com/presentation...