@ceruleite
Activision, previously at Unity, Bungie, AMD/ATI all opinions my own. Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
John Hable is sharing deep insights about Adaptive Tessellation and Subdivision in Advances in Real-Time Rendering in Games course at SIGGRAPH
@sergeymakeev.bsky.social from Roblox is sharing the architecture behind SLIM: Scaling User-Generated 3D Worlds on Roblox in Advances in Real-Time Rendering in Games course at SIGGRAPH
@lexdev.net from IO Interactive is sharing the incredible work behind Smolder — Real-Time Volumetric Effect Rendering in Glacier and 007 First Light in Advances in Real-Time Rendering in Games course at SIGGRAPH 2026, come join for this afternoon!
Michal Olejnik from Infinity Ward at Activision is presenting technical innovation of Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 in Advances in Real-Time Rendering in Games at SIGGRAPH
Daniel Craig from SIE is presenting the details behind Upgrading PSSR on PlayStation5 Pro in Advances in Real-Time Rendering in Games at SIGGRAPH right now.
@jontology2.bsky.social is sharing his insights on Speeding up Path Tracing via ORCA (Online Radiance Cache Acceleration) at SIGGRAPH in the Advances in Real-Time Rendering in Games right now, join in!
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
Four weeks to the EGSR papers deadline! (I'm so excited to be on the Program Committee this year - cannot wait to see all the amazing papers submitted!) So - submit away! Important dates: Abstracts deadline: 4/8 Papers deadline: 4/15 Submit your work, and join in Bordeaux! egsr2026.inria.fr
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course - my slides from the retrospective: "Advances in Real-Time Rendering in Games - a 20th Year Retrospective, and a Look Ahead" are now online: advances.realtimerendering.com/s2025/index.... Enjoy!
#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....
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "MegaLights: Stochastic Direct Lighting in Unreal Engine 5” talk by @knarkowicz.bsky.social and @tiagocostav.bsky.social from Epic Games are now online advances.realtimerendering.com/s2025/index....
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social are now online advances.realtimerendering.com/s2025/index....
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion” talk by Tanki Zhang from NVIDIA are now online advances.realtimerendering.com/s2025/index....
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides for "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen are now online: advances.realtimerendering.com/s2025/index....
#SIGGRAPH2025 Advances talks slides sharing: "Strand-based hair and fur rendering in Indiana Jones and the Great Circle" by Sergei Kulikov from Machine games is now online advances.realtimerendering.com/s2025/index....
Last talk of the day today is a talk by Krzysztof Narkowicz and Tiago Costa from Epic Games where they share the practical details and intuition behind the development and techniques of “MegaLights: Stochastic Direct Lighting in Unreal Engine 5”
We had a quick stretch break and now we’re back! Tianyi Zhang from NVIDIA is sharing the approach developed for “Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion“ in ACM SIGGRAPH 2025 Advances in Real-Time Rendering in Games course now
We are back to the Advances in Real-Time Rendering in Games course and if you’re not here, you’re missing Tiago Sousa’s talk about “Fast as Hell: idTech8 Global Illumination”!
Now we’re onto a talk by Sergei Kulikov from MachineGames “Strand-based hair and fur rendering in Indiana Jones and the Great Circle” in #SIGGRAPH2025 Advances
Luc Leblanc and Melino Conte from @ubisoft.com are sharing their lessons about Ray Tracing the World of Assassin's Creed Shadows in ACM SIGGRAPH 2025’s Advances in Real-time Rendering in Games
#SIGGRAPH 2025 - Adaptive Voxel-Based Order-Independent Transparency talk by Michal Drobot from Activision’s Call of Duty is on in #rtradvances! Come learn what it takes to create next-generation stable, high quality VFX in demanding video games!
#SIGGRAPH2025 - Advances in Real-time Rendering in Games course is on!! Join us in West Ballroom C!
Advances 2007 was packed - the GPU particles intro, dynamic real-time wrinkle maps, GPU-friendly vector maps, real-time tessellation on GPU, tessellation in Viva Piñata on Xbox 360, terrain rendering from Frostbite, and many techniques from CryEngine 2. tinyurl.com/yv7zt4n6
Advances from 2008 had also introduced the first GPU-driven pipeline and AI using compute shaders, as well as scalable GPU-driven LOD pipeline including tessellation (albeit using DX10) in the Froblins. A trip down the memory lane. advances.realtimerendering.com/s2008/SIGGRA...
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!
REAC25 wrapped today!! Many thanks to all the speakers for their hard work and to the A/V and IT staff who helped us put the show on, as well as the full organizing team! Really hope all attendees enjoyed it, I know I had! Stay tuned for the talks posted here: enginearchitecture.org/2025.htm <3