ceruleite.bsky.social
@ceruleite.bsky.social
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.
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording for "Real-Time Subsurface Scattering via Hybrid ReSTIR-Path-Tracing and Diffusion” talk by Tanki Zhang from NVIDIA is now online youtu.be/AtFBbMnUgoc?...
2025 Advances in RT Rendering - RT Subsurface Scattering via Hybrid RESTIR-Path Tracing & Diffusion
YouTube video by SIGGRAPH Advances in Real-Time Rendering
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December 29, 2025 at 9:10 PM
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "MEGALIGHTS: STOCHASTIC DIRECT LIGHTING IN UNREAL ENGINE 5" by @knarkowicz.bsky.social
and @tiagocostav.bsky.social‬ from @epicgames.alt.store.ap.brid.gy is now online: youtu.be/dmmN8_c8Tb0?... Enjoy!
SIGGRAPH 2025 Advances in RT Rendering: Megalights: Stochastic Direct Lighting in Unreal Engine 5
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December 29, 2025 at 9:04 PM
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "FAST AS HELL: IDTECH8 GLOBAL ILLUMINATION" by @idsoftwaretiago.bsky.social from id Software is now online: youtu.be/VTrdeqMMMK0?... Enjoy!
SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
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December 29, 2025 at 8:57 PM
#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
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November 11, 2025 at 11:45 PM
#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
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November 11, 2025 at 9:40 PM
#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)
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September 30, 2025 at 1:57 AM
#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!
September 30, 2025 at 1:14 AM
#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....
September 30, 2025 at 1:08 AM
#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....
August 27, 2025 at 2:09 AM
#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....
August 26, 2025 at 3:59 PM
#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
#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....
August 26, 2025 at 5:22 AM
#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
#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
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”
August 12, 2025 at 11:26 PM
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
August 12, 2025 at 10:58 PM
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
August 12, 2025 at 10:58 PM
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”!
August 12, 2025 at 9:17 PM
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
August 12, 2025 at 6:38 PM
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
August 12, 2025 at 5:54 PM
#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!
August 12, 2025 at 5:12 PM
#SIGGRAPH2025 - Advances in Real-time Rendering in Games course is on!! Join us in West Ballroom C!
August 12, 2025 at 5:07 PM
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
August 9, 2025 at 9:18 AM
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...
August 9, 2025 at 9:17 AM
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....
August 9, 2025 at 9:16 AM