Sébastien Lagarde
seblagarde.bsky.social
Sébastien Lagarde
@seblagarde.bsky.social
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
Reposted by Sébastien Lagarde
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
Reposted by Sébastien Lagarde
Derivatives, Gradients, Jacobians and Hessians – Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
August 17, 2025 at 4:33 AM
Reposted by Sébastien Lagarde
It's time to share the program for the 2025 Advances in Real-time Rendering in Games.

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!
August 6, 2025 at 5:53 AM
Reposted by Sébastien Lagarde
Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness!

Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...

See you there!!
June 8, 2025 at 12:37 AM
Reposted by Sébastien Lagarde
An update, a bit of retrospection, and a call for you, yes, you, to help JCGT a bit: www.realtimerendering.com/blog/jcgt-is...
JCGT is moving along | Real-Time Rendering
www.realtimerendering.com
May 16, 2025 at 5:34 PM
Reposted by Sébastien Lagarde
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...
To Early-Z, or Not To Early-Z
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...
therealmjp.github.io
April 14, 2025 at 12:52 AM
Reposted by Sébastien Lagarde
🎮 Graphics Programmers! Ready to shape the future of rendering?

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
May 1, 2025 at 8:31 PM
Reposted by Sébastien Lagarde
Tired, lack of sleep, but thrilled to be at San Francisco for #GDC25, for the launch of #AssassinsCreedShadows , to share and give back to the awesome rendering community. schedule.gdconf.com/session/rend...
Rendering 'Assassin's Creed Shadows'
20th March, 2025 11:00am - 12:00pm - Assassin's Creed Shadows is a large systemic open world game with dynamic time of day cycles, a s...
schedule.gdconf.com
March 17, 2025 at 3:02 PM
Reposted by Sébastien Lagarde
I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
GitHub - mxcop/src-dgi: Surfel Radiance Cascades Diffuse Global Illumination
Surfel Radiance Cascades Diffuse Global Illumination - mxcop/src-dgi
github.com
March 12, 2025 at 8:21 AM
Reposted by Sébastien Lagarde
REAC 2025 has been announced! Call for submissions is not OPEN! Deadline is March 28th. Our submission process is simple, give it a try! Make a good case for your presentation and see you at REAC! enginearchitecture.org/2025.htm
REAC: 2025 Conference.
REAC: Rendering Engine Architecture Conference.
enginearchitecture.org
March 2, 2025 at 11:29 PM
Reposted by Sébastien Lagarde
February 22, 2025 at 10:36 AM
Reposted by Sébastien Lagarde
I wrote about the journey to make GPU texture compression work everywhere, including some history on how I got into this field. Check it out!

www.ludicon.com/castano/blog...
February 20, 2025 at 10:03 AM
Reposted by Sébastien Lagarde
GPU Friendly Laplacian Texture Blending
jcgt.org/published/00...
February 19, 2025 at 5:35 PM
Reposted by Sébastien Lagarde
Good read on Intel’s new Battlemage GPU, discussing among others architecture, instruction throughput, global memory/local memory/cache bandwidth, atomics and PCIe link. chipsandcheese.com/p/intels-bat...
Intel’s Battlemage Architecture
Intel’s Alchemist architecture gave the company a foot in the door to the high performance graphics segment.
chipsandcheese.com
February 15, 2025 at 6:43 PM
Reposted by Sébastien Lagarde
A new article appears! Finally I had the time to talk about gradient descent :) c0de517e.com/019_autoinig...
Learning to differentiably rasterize.
Angelo Pesce's homepage & blog on computers, graphics and other things.
c0de517e.com
February 11, 2025 at 7:50 PM
Reposted by Sébastien Lagarde
JCGT announcements are now on BlueSky: bsky.app/profile/jcgt...
bsky.app
February 11, 2025 at 9:25 PM
Reposted by Sébastien Lagarde
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-...
MΛX - Surfel Maintenance for Global Illumination
A comprehensive explanation of my implementation of Surfel probe maintenance.
m4xc.dev
January 25, 2025 at 3:45 PM
Reposted by Sébastien Lagarde
New dithering method dropped

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
January 23, 2025 at 3:28 PM
Reposted by Sébastien Lagarde
For an example of how a UNet can be used in the context of temporal upscaling I recommend this Siggraph 2024 presentation community.arm.com/cfs-file/__k...
December 18, 2024 at 11:16 PM
Reposted by Sébastien Lagarde
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

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.
December 5, 2024 at 10:12 PM
Reposted by Sébastien Lagarde
Thread divergence during constant buffer reads can have a big perf impact, this presentation discusses how to detect this on NVidia GPUs using GPU Trace and Shader profiler. Also shows how useful access to ISA is for understanding what the shader does under the hood. www.youtube.com/watch?v=HSsP...
How to Improve Shader Performance by Resolving LDC Divergence
YouTube video by NVIDIA Game Developer
www.youtube.com
December 10, 2024 at 5:44 PM
Reposted by Sébastien Lagarde
Plain slides here: 1drv.ms/p/s!AqBt0HDa...

(OneDrive / online PowerPoint seems a bit cursed, so you may need to give it some time and/or retry it a bunch)
Rendering tiny glades with entirely too much ray marching.pptx
1drv.ms
December 5, 2024 at 2:19 AM
Reposted by Sébastien Lagarde
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

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.
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
www.youtube.com
December 5, 2024 at 2:19 AM
Reposted by Sébastien Lagarde
The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy !
www.youtube.com/watch?v=sHFb...
gpuopen.com/presentation...
Occupancy Explained Through the AMD RDNA™ Architecture
YouTube video by Graphics Programming Conference
www.youtube.com
December 4, 2024 at 10:38 AM