@ceruleite.bsky.social
310 followers 110 following 30 posts
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.
Posts Media Videos Starter Packs
ceruleite.bsky.social
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Ray Tracing The World of Assassin’s Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: 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
ceruleite.bsky.social
#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!
ceruleite.bsky.social
#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....
ceruleite.bsky.social
#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....
ceruleite.bsky.social
#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....
ceruleite.bsky.social
#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....
ceruleite.bsky.social
#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....
ceruleite.bsky.social
#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....
ceruleite.bsky.social
#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....
ceruleite.bsky.social
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”
ceruleite.bsky.social
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
ceruleite.bsky.social
Jarkko Lempiäinen is now sharing the details of his implementation of many-lights illumination in real-time in the
“Stochastic Tile-Based Lighting in HypeHype” talk at Advances in Real-Time Rendering in Games course at #SIGGRAPH 2025
ceruleite.bsky.social
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”!
ceruleite.bsky.social
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
ceruleite.bsky.social
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
ceruleite.bsky.social
#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!
ceruleite.bsky.social
#SIGGRAPH2025 - Advances in Real-time Rendering in Games course is on!! Join us in West Ballroom C!
ceruleite.bsky.social
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
ceruleite.bsky.social
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...
ceruleite.bsky.social
Advances from 2008 had gems like the Lighting of Halo 3 by Hao Chen, Advanced Virtual Texture from Crytek by Martin Mittring, Wavelet-based Compression by Michael Boulton, Rendering Techniques from StartCraft II and more
advances.realtimerendering.com/s2008/index....
ceruleite.bsky.social
As the date for the 20th anniversary of Advances is coming, I realized some content was missing.
Posted 2007 and 2008 courses online - check them out!

advances.realtimerendering.com
ceruleite.bsky.social
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!
ceruleite.bsky.social
#SIGGRAPH - Save the date - Advances in Real-Time Rendering in Games will be Tue, Aug 12 - a full day course in 2 parts (Part I - 9am-12:15pm, Part II - 2pm-5:15pm).

Stay Tuned for the program and the speakers - the line up is very strong this year!
ceruleite.bsky.social
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
ceruleite.bsky.social
Hitoshi Mishima from CAPCOM is sharing the lessons from the meshlet rendering pipeline in RE ENGINE now in REAC 2025 live. Join us!

Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea... (And get immediately access to the conference stream)