Sylvain Meunier
meuns.bsky.social
Sylvain Meunier
@meuns.bsky.social
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
Pinned
Because we all have many social networks but we are still unique human beings, I decided linking all my account here so everybody can follow me (or not...) wherever they want : twitter.com/meuns, mastodon.gamedev.place/@meuns, www.linkedin.com/in/sylvain-m....
Reposted by Sylvain Meunier
Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !
November 5, 2025 at 8:00 PM
Reposted by Sylvain Meunier
Reposted by Sylvain Meunier
Hi Engine/graphics friends.

There are a few position open at Hello games over in Guildford.

Jr - Graduate level (programmer)
hellogames.org/jobs/junior-...

Mid - Sr level (engine/graphics)
hellogames.org/jobs/graphic...

Note: I’m not affiliated with hello games just want to help boost openings
November 2, 2025 at 6:12 PM
Reposted by Sylvain Meunier
Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
August 18, 2025 at 7:30 PM
Reposted by Sylvain Meunier
We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!
October 18, 2025 at 7:12 PM
Reposted by Sylvain Meunier
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
Neokineogfx
Returning Art to the Engineering of Technical GPU Generated Graphics
www.youtube.com
October 16, 2025 at 7:03 PM
Reposted by Sylvain Meunier
Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
October 2, 2025 at 12:51 AM
Reposted by Sylvain Meunier
The 16_ray_query tutorial is out!

Learn Monte Carlo path tracing with Vulkan's ray query extension in compute shaders, an alternative to traditional RT pipelines.

Bonus sections:
• Shadow terminator
• Shading normal

github.com/nvpro-sample...
vk_raytracing_tutorial_KHR/raytrace_tutorial at v2 · nvpro-samples/vk_raytracing_tutorial_KHR
Ray tracing examples and tutorials using VK_KHR_ray_tracing - nvpro-samples/vk_raytracing_tutorial_KHR
github.com
October 2, 2025 at 7:37 AM
Reposted by Sylvain Meunier
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...
September 30, 2025 at 5:40 PM
Reposted by Sylvain Meunier
Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...
RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
September 30, 2025 at 8:08 AM
Reposted by Sylvain Meunier
DirectX 12 Agility SDK 1.618.1 shipped with support for tight alignment of resources. D3D12MA is ready for it - just grab the latest code from "master" branch, pair it with the latest Agility SDK and it will work automatically.
github.com/GPUOpen-Libr...
GitHub - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator: Easy to integrate memory allocation library for Direct3D 12
Easy to integrate memory allocation library for Direct3D 12 - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator
github.com
September 30, 2025 at 9:53 AM
Reposted by Sylvain Meunier
#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....
September 30, 2025 at 1:08 AM
Reposted by Sylvain Meunier
Looking for a new challenge? We are hiring for remote C++ dev roles in the UK:
www.linkedin.com/posts/colinr...
Intermediate C++ Programmer | Notion | Colin Riley
There is still time to apply for our C++ Developer role at JECO! UK based, fully remote. You will be primarily working on our apps, including automated optimization toolchains for Unreal Engine. We'r...
www.linkedin.com
September 30, 2025 at 4:59 PM
Reposted by Sylvain Meunier
A significant amount of tech tuber "game dev" hot takes could be disproved (or, less frequently - proven) with a single pix or renderdoc capture.

Following some basic frame profiler guides could dramatically improve content in this space.
September 16, 2025 at 5:45 PM
Reposted by Sylvain Meunier
Just announcing that I am open for contracting for the following year!

Looking for a graphics/engine programmer to help you out on your project? Feel free to reach out.

My expertise is primarily in graphics programming as well as console platforms.

🧵
September 12, 2025 at 5:22 PM
Reposted by Sylvain Meunier
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
www.youtube.com
September 3, 2025 at 7:54 PM
Reposted by Sylvain Meunier
Finally snapped: made a Vulkan layer that auto-labels objects with a stack trace at creation time. Now the validation layer can just tell me what I forgot to release on vkDestroyDevice :)
August 27, 2025 at 6:02 AM
Reposted by Sylvain Meunier
Another one that looks cool (and maybe more interesting to people that follow me!). Maybe not remote, but it's a pet friendly studio!

jobs.arrowheadgamestudios.com/jobs/6282206...
Senior Engine Programmer - Arrowhead Game Studios
We are now looking for a Senior Engine Programmer. If you’re looking to make the best co-op games in the world, you’ve come to the right place. We're proud to have some of the best game makers ...
jobs.arrowheadgamestudios.com
August 26, 2025 at 4:47 PM
Reposted by Sylvain Meunier
MegaLights slides were just posted online. There's a bunch of details in slide notes if you're curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space.
#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....
August 26, 2025 at 5:10 PM
Reposted by Sylvain Meunier
#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....
August 26, 2025 at 5:15 AM
Reposted by Sylvain Meunier
Pointer Tagging in C++: The Art of Packing Bits Into a Pointer vectrx.substack.com/p/pointer-ta...
Pointer Tagging in C++: The Art of Packing Bits Into a Pointer
Using tagged pointers to save memory, speed up dynamic dispatch, and compact data structures
vectrx.substack.com
August 20, 2025 at 8:40 PM
Reposted by Sylvain Meunier
Reposted by Sylvain Meunier
Reposted by Sylvain Meunier
Who wants to play a game of CompatTelRunner.exe today?
I know it's a CPU hog causing high fan noise, but it'll only take 20 minutes.
@Windows
August 17, 2025 at 7:53 AM