Never would I have guessed that a Doublefine game would rise to the top of my list as a showcase of #ue5 tech.
Never would I have guessed that a Doublefine game would rise to the top of my list as a showcase of #ue5 tech.
themaister.net/blog/2025/10...
themaister.net/blog/2025/10...
zeux.io/2025/09/30/b...
zeux.io/2025/09/30/b...
5 min test scene i whipped up here.
~1 million 20 million poly trees scattered with PCG
#UE5 #UnrealEngine #GameDev #EnvironmentArt #RealTime
5 min test scene i whipped up here.
~1 million 20 million poly trees scattered with PCG
#UE5 #UnrealEngine #GameDev #EnvironmentArt #RealTime
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
Venue selection is fraught. Inevitably attendees will encounter visa issues, distance, expense, local politics, and other challenges. This venue, however, is simply unsafe for LGBTQ+ researchers, and the leadership's defensiveness is unacceptable.
SIGGRAPH has historically carried this practice.
I am thus outraged at the decision to hold SIGGRAPH Asia 26’ at a venue unsafe to many.
Adding my signature. I encourage you to do too:
Venue selection is fraught. Inevitably attendees will encounter visa issues, distance, expense, local politics, and other challenges. This venue, however, is simply unsafe for LGBTQ+ researchers, and the leadership's defensiveness is unacceptable.
Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.
Really good explanation from @dachsjaeger.bsky.social about how foliage has been done in the past, the problems with them, and why this new approach was needed.
Really good explanation from @dachsjaeger.bsky.social about how foliage has been done in the past, the problems with them, and why this new approach was needed.
www.youtube.com/watch?v=aorR...
www.youtube.com/watch?v=aorR...
…
2025: Triangles are so back babbbyyyy
trianglesplatting.github.io
Add it to your schedule and come say hi: schedule.gdconf.com/session/path...
Add it to your schedule and come say hi: schedule.gdconf.com/session/path...
integral sqrt( w^T S w ) dw ~= pi * (
(1-1/sqrt3) * ( sqrt(S00) + sqrt(S11) + sqrt(S22) ) +
(1+1/sqrt3) * sqrt( S00 + S11 + S22 ) )
integral sqrt( w^T S w ) dw ~= pi * (
(1-1/sqrt3) * ( sqrt(S00) + sqrt(S11) + sqrt(S22) ) +
(1+1/sqrt3) * sqrt( S00 + S11 + S22 ) )
I'm stoked for our talk: "Path Tracing Nanite in NVIDIA Zorah" with my colleagues Evan Hart and Jiayin Cao. We'll discuss RTX Mega Geometry, ReSTIR PT, and other goodness in our NvRTX branch of UE5 that powers Zorah.
Session: schedule.gdconf.com/session/path...
I'm stoked for our talk: "Path Tracing Nanite in NVIDIA Zorah" with my colleagues Evan Hart and Jiayin Cao. We'll discuss RTX Mega Geometry, ReSTIR PT, and other goodness in our NvRTX branch of UE5 that powers Zorah.
Session: schedule.gdconf.com/session/path...
#gamedev #xbox #gp #graphicsprogramming #rendering #unreal
#gamedev #xbox #gp #graphicsprogramming #rendering #unreal