Kostas Anagnostou
@kostasanagnostou.bsky.social
1.9K followers 150 following 200 posts
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
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kostasanagnostou.bsky.social
I realised that I jumped straight into posting without an intro first: Hi all, I'm a rendering engineer of 20+ years, currently leading the awesome Fable rendering team. I like my pixels both pretty and fast. I enjoy tinkering with graphics techniques in my spare time and sometimes I blog about it.
Reposted by Kostas Anagnostou
zeux.io
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...
Reposted by Kostas Anagnostou
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....
kostasanagnostou.bsky.social
I expect it does, but this shouldn't affect potential upstream bottlenecks (ISBE/PE/TRAM).
kostasanagnostou.bsky.social
Nsight Graphics' GPU Trace/Trace Analysis often provides more low level hardware information, in the form of tooltips and performance advice, than the documentation available online does, worth exploring a few captures to understand the GPU architecture better.
kostasanagnostou.bsky.social
Thanks, it doesn't seem like it has.
Reposted by Kostas Anagnostou
mjp123.bsky.social
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io
kostasanagnostou.bsky.social
It is interesting that both RTGI presentations at Advances in R-T Rendering this year (both great reads!) introduce it as a solution to scalability and baking size/time issues, due to the size/dynamic nature of the world, more than a visual improvement advances.realtimerendering.com/s2025/index....
Advances in Real-Time Rendering in Games, SIGGRAPH 2025 - Celebrating 20 years!
advances.realtimerendering.com
kostasanagnostou.bsky.social
Worth re-sharing this oldish but still great presentation as an example of how perf should be viewed holistically, maximising all GPU units' utilisation even if it means making a particular drawcall's execution slower to achieve this. s3.amazonaws.com/nd.images/re... www.youtube.com/watch?v=CvS6...
s3.amazonaws.com
Reposted by Kostas Anagnostou
Reposted by Kostas Anagnostou
boksajak.bsky.social
Our "Neural Visibility Cache" paper has been published in JCGT! Here is a link: www.jcgt.org/published/00...
Reposted by Kostas Anagnostou
selfshadow.com
SIGGRAPH 2025 links: blog.selfshadow.com/2025/08/15/s.... I'll be adding more soon. Let me know if I'm missing anything.
SIGGRAPH 2025 Links
blog.selfshadow.com