Erik Jansson
banner
caffeineviking.net
Erik Jansson
@caffeineviking.net
Senior Graphics Programmer at Remedy Entertainment's Northlight rendering team. I post about real-time computer graphics, GPUs and code optimization. Fantasy and sci-fi book aficionado and anime/manga connoisseur. 日本語OK!
On my way to GPC together with some other fine folks from Remedy. Looking forward to meeting you all again to talk about graphics and drink Texels!
November 17, 2025 at 1:04 PM
Reposted by Erik Jansson
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 Erik Jansson
A little something I've been meaning to write for a while martinfullerblog.wordpress.com/2025/09/26/a...

Thank you to the awesome people at Machine Games and id Software!
Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages
While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series con…
martinfullerblog.wordpress.com
September 26, 2025 at 9:31 AM
Reposted by Erik Jansson
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
September 8, 2025 at 12:49 AM
Reposted by Erik Jansson
Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...
blog.selfshadow.com
August 14, 2025 at 8:44 PM
Reposted by Erik Jansson
Debugging AMD-Specific Issues with Driver Experiments Tool - new article on my blog.
asawicki.info/news_1788_de...
July 30, 2025 at 4:13 PM
Reposted by Erik Jansson
For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast.

www.youtube.com/watch?v=T1tX...
Legendary Software Rendering Era | Sean Barrett
YouTube video by Wookash Podcast
www.youtube.com
July 19, 2025 at 4:27 PM
Reposted by Erik Jansson
All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm
July 3, 2025 at 6:45 PM
Reposted by Erik Jansson
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
blog.selfshadow.com
June 10, 2025 at 3:19 PM
Reposted by Erik Jansson
Happy to announce my new side project is translating the illest squirrel-based manga of 2025
May 1, 2025 at 5:16 AM
Reposted by Erik Jansson
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...
To Early-Z, or Not To Early-Z
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...
therealmjp.github.io
April 14, 2025 at 12:52 AM
Reposted by Erik Jansson
EON: A practical energy-preserving rough diffuse BRDF; by Portsmouth, Kutz, and Hill. www.jcgt.org/published/00...
March 31, 2025 at 8:37 PM
Reposted by Erik Jansson
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
zeux.io
April 1, 2025 at 4:49 AM
Reposted by Erik Jansson
Today on Digital Foundry - what is RTX Mega Geometry and how does it run in Alan Wake 2? We're looking at efficiency, quality and performance improvements here and curiously, in our tests, it's RTX 20-series and 30-series that benefit most: youtu.be/_SpSLPHvHAs
February 5, 2025 at 2:57 PM
Reposted by Erik Jansson
WIth the Blackwell Whitepaper we are getting more detial about Mega Geometry - long live the CLAS! I have been looking at the added performance (and fidelity) from its usage in Alan Wake 2 and even on older classes of RTX 2000 hardware it is basically "free performance".
January 29, 2025 at 2:21 PM
Reposted by Erik Jansson
Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...
GitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing
Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters
github.com
January 30, 2025 at 2:09 PM
Reposted by Erik Jansson
This holiday season, give yourself the gift of wondering whether you'd enjoy working on the Playstation graphics stack and making life better for graphics programmers, because we're hiring for our rendering APIs! job-boards.greenhouse.io/sonyinteract...
Senior Principal Programmer - PlayStation®5 Rendering API
United Kingdom, London
job-boards.greenhouse.io
December 23, 2024 at 5:03 PM
Reposted by Erik Jansson
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

www.youtube.com/watch?v=jusW...

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
www.youtube.com
December 5, 2024 at 2:19 AM
Reposted by Erik Jansson
The recordings from GPC24 are up, including my talk ! This contains much more information than the slides on their own. Enjoy !
www.youtube.com/watch?v=sHFb...
gpuopen.com/presentation...
Occupancy Explained Through the AMD RDNA™ Architecture
YouTube video by Graphics Programming Conference
www.youtube.com
December 4, 2024 at 10:38 AM
Reposted by Erik Jansson
Graphics Programming Conference was incredible ❤️

So many notes to go through, ideas to investigate, people to talk to and games to play! 🔥

Thank you so much to the organizers and all the attendees, it was such a pleasure to meet you all 😊

Can we have Texels sponsor next year though? 🍻🙃
November 16, 2024 at 1:55 PM
Reposted by Erik Jansson
If we need to preserve anything from The Other Place it is this amazing meme originally posted by @mjp123.bsky.social
November 15, 2024 at 7:10 PM
Reposted by Erik Jansson
Dive into the knowledge behind Alan Wake 2, and explore technical innovations in our Northlight Engine.

Now available on our website: All our talks from GDC on programming, visual arts, audio design, narrative, and Northlight! www.remedygames.com/article/expl...

#AlanWake2 #gamedev
Explore Remedy’s Game Developer Conference 2024 Talks on Creating Alan Wake 2
Dive into the knowledge behind our most ambitious game and explore our technical innovations in Northlight.
www.remedygames.com
November 11, 2024 at 2:20 PM
Reposted by Erik Jansson
"Real-time denoising of importance sampled direct lighting", MSc thesis describing the denoising approach used for ReSTIR DI in Northlight engine for Alan Wake 2, also nice summary and reference for various denoising techniques aaltodoc.aalto.fi/server/api/c...
aaltodoc.aalto.fi
November 8, 2024 at 1:28 PM
Reposted by Erik Jansson
Remember kids, always use NonUniformResourceIndex where applicable!
November 6, 2024 at 5:13 PM