Pavel🥤🇺🇦
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reinsteam.bsky.social
Pavel🥤🇺🇦
@reinsteam.bsky.social
graphics/rendering/gpu performance @Xbox ATG // prev: Final Fantasy XV and ATD @Square Enix, NHL and CTG @EA // Opinions are mine //🥤in 🇯🇵 // 日本語OK
Reposted by Pavel🥤🇺🇦
I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.

irradiance.ca/posts/micros...
December 20, 2025 at 9:31 PM
Reposted by Pavel🥤🇺🇦
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
www.sebastianaaltonen.com
December 16, 2025 at 6:52 PM
Reposted by Pavel🥤🇺🇦
Reposted by Pavel🥤🇺🇦
After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
meshoptimizer.org
December 8, 2025 at 4:56 PM
Reposted by Pavel🥤🇺🇦
Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...
November 25, 2025 at 12:34 AM
Reposted by Pavel🥤🇺🇦
dear imgui 1.92.5 released! 🪩
github.com/ocornut/imgu...
- many fixes/changes for Tables, InputText, Keyboard navigation, disable mode, single-axis auto sizing, backends etc.
- webgpu backend update for latest Emscripten API changes & native Dawn/WGPU.
November 20, 2025 at 5:26 PM
Reposted by Pavel🥤🇺🇦
Hi
November 15, 2025 at 2:42 AM
Reposted by Pavel🥤🇺🇦
#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
September 30, 2025 at 1:57 AM
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen from HypeHype is now online: www.youtube.com/watch?v=8O44...
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
www.youtube.com
November 11, 2025 at 9:40 PM
Reposted by Pavel🥤🇺🇦
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
November 11, 2025 at 11:45 PM
Reposted by Pavel🥤🇺🇦
I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them.

irradiance.ca/posts/
Posts
irradiance.ca
October 15, 2025 at 6:51 PM
Reposted by Pavel🥤🇺🇦
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
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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 Pavel🥤🇺🇦
i had a chat with lukasz and @antovsky about gamedev and stuff, if youre into that sort of thing! the middle hour is the juiciest but its all fantastic, ofc ;) youtu.be/mFBmoCv5EcQ?...
Game Architectures with Alex Evans and Anton Mikhailov
YouTube video by Wookash Podcast
youtu.be
November 1, 2025 at 7:06 PM
Reposted by Pavel🥤🇺🇦
October 31, 2025 at 10:42 PM
Reposted by Pavel🥤🇺🇦
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
October 30, 2025 at 1:24 PM
Reposted by Pavel🥤🇺🇦
Been wanting to implement that fast GGX-based convolution for glossy reflections probes for quite a while and finally made some time for it:) research.activision.com/publications...
August 27, 2025 at 5:42 PM
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#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 Pavel🥤🇺🇦
#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....
August 26, 2025 at 5:25 AM
Reposted by Pavel🥤🇺🇦
#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....
August 26, 2025 at 5:09 AM
Reposted by Pavel🥤🇺🇦
I made a configurable multi-plot utility Shadertoy
www.shadertoy.com/view/WclyzB

For the erosion video I'm working on, I want to show some function graph synced with erosion parameter changes. I wasn't happy with the existing function plotting examples I could find, so made my own here.
August 22, 2025 at 1:09 PM
Reposted by Pavel🥤🇺🇦
New short post:
"Thinking about convolutions for graphics"
aschrein.github.io/jekyll/updat...
Thinking about convolutions for graphics
aschrein.github.io
August 22, 2025 at 4:06 PM
Reposted by Pavel🥤🇺🇦
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
August 20, 2025 at 3:56 PM
Reposted by Pavel🥤🇺🇦
Neural Visibility Cache for Real-Time Light Sampling

Jakub Bokšanský, Daniel Meister
(AMD: Advanced Micro Devices, Inc.)

Paper: www.jcgt.org/published/00...
August 19, 2025 at 2:27 AM