Gabriel Sassone
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gabrielsassone.bsky.social
Gabriel Sassone
@gabrielsassone.bsky.social
🇮🇹(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarist in RomeInMonochrome.Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.
Reposted by Gabriel Sassone
Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
October 2, 2025 at 12:51 AM
Reposted by Gabriel Sassone
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
Neokineogfx
Returning Art to the Engineering of Technical GPU Generated Graphics
www.youtube.com
October 16, 2025 at 7:03 PM
Reposted by Gabriel Sassone
We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!
October 18, 2025 at 7:12 PM
Reposted by Gabriel Sassone
dear imgui 1.92.4 released!
github.com/ocornut/imgu...

Bonus links:
- list of extensions github.com/ocornut/imgu...
- debug tools github.com/ocornut/imgu...
- error recovery github.com/ocornut/imgu...
- getting started github.com/ocornut/imgu...
- bindings & backends github.com/ocornut/imgu...
October 14, 2025 at 5:52 PM
Reposted by Gabriel Sassone
Quick tip, add the "-fspv-target-env=vulkan1.1" command line argument to Compiler Explorer's RGA to get it to compile HLSL shaders with wave intrinsics: godbolt.org/z/PKoh5d51K
Compiler Explorer - HLSL (RGA 2.6.2 (DXC trunk))
// The entry point and target profile are needed to compile this example: // -T ps_6_6 -E PSMain struct PSInput { float4 position : SV_Position; float4 color : COLOR0; }; float4 PSMain(PS...
godbolt.org
October 6, 2025 at 7:41 PM
Reposted by Gabriel Sassone
Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
October 7, 2025 at 1:31 PM
Reposted by Gabriel Sassone
TinyBVH 1.6.6 is out on main. Changes:
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
September 2, 2025 at 8:46 AM
Reposted by Gabriel Sassone
More seriously tho.. The latest iteration of iOi's Glacier engine does look super impressive.. It's just that the IQ & performance of the current build (running on a vanilla PS5 I guess ?) is rough as f..
www.youtube.com/live/pwRpK8e...
September 3, 2025 at 6:54 PM
Reposted by Gabriel Sassone
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
www.youtube.com
September 3, 2025 at 7:54 PM
Reposted by Gabriel Sassone
Graphics Programming weekly - Issue 406 - August 31st, 2025 www.jendrikillner.com/post/graphic...
September 1, 2025 at 1:25 PM
Reposted by Gabriel Sassone
It's happening again! Do check the line-up, it's awesome!
August 28, 2025 at 5:07 PM
Reposted by Gabriel Sassone
Nicely-explained and illustrated article on making a spherical Minecraft-style blocky world.

(with playable web demo)

www.bowerbyte.com/posts/blocky...
August 28, 2025 at 5:47 PM
Reposted by Gabriel Sassone
"This many points is surely out of scope!", a blog post about moving #blender scopes to GPU, and point rendering performance in general. aras-p.info/blog/2025/08...
This many points is surely out of scope! · Aras' website
aras-p.info
August 24, 2025 at 5:38 PM
Reposted by Gabriel Sassone
I am proud to announce...

PEP: Prediction-Encoded Pixels

This format is able to compress images (up to 256 colors) smaller than GIF, PNG, QOI, BMP, in almost all cases.
A lot of passion and research (and fixation) has gone into this:
>> github.com/ENDESGA/PEP <<
August 25, 2025 at 12:07 AM
Reposted by Gabriel Sassone
Graphics Programming weekly - Issue 405 - August 24th, 2025 www.jendrikillner.com/post/graphic...
August 25, 2025 at 12:40 PM
Reposted by Gabriel Sassone
Working on a small primer on frustum grids.

The most common approach is to distribute the depth-slices in an "exponential" manner between a near and far plane, which is probably more appropriately named "geometric" since it relies on a geometric progression.

www.desmos.com/geometry/qd1...
August 25, 2025 at 10:56 PM
Reposted by Gabriel Sassone
it is quite interesting to learn out of no where that Timothy Cain (Tim Cain for some) has a YouTube channel & he is sharing lots and lots of gamedev advices/opinions in there!!!!!!!!!!!!!!!!!!!!!
THIS IS PRICELESSSSSSSS 🤑🫡🥹🤩
www.youtube.com/@CainOnGames
Timothy Cain
I am a video game developer, mostly known for creating Fallout. I plan to use this channel to tell stories about game development, including stories about design, programming, team building, working f...
www.youtube.com
August 26, 2025 at 2:57 AM
Amazing tech!!
MegaLights slides were just posted online. There's a bunch of details in slide notes if you're curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space.
#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 27, 2025 at 11:30 PM
Reposted by Gabriel Sassone
#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
Reposted by Gabriel Sassone
TinyBVH was just updated to 1.6.5 on the main branch. Changes:
- Eliminated -Wall warnings (issue #217)
- Improved use of JobSystem (#221)
- Opacity Micromaps support general N (#218)
- Faster full-sweep BVH (#222)
- glm can now actually be used (#215)
Thanks to all contributors and issue reporters!
August 27, 2025 at 10:08 AM
Reposted by Gabriel Sassone
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
Reposted by Gabriel Sassone
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
August 27, 2025 at 6:52 PM
Reposted by Gabriel Sassone
Frustum Grids Primer Part 2:

This time instead of having a fixed depth-slice count (which is common for games for a variety of reasons) we'll instead focus on trying to maintain a uniform and non-elongated froxel shapes, which results a variable slice count

www.desmos.com/geometry/yl5...
August 27, 2025 at 8:36 PM
Reposted by Gabriel Sassone
Random @desmos.com doodle on frustum side-plane inside-out testing: www.desmos.com/geometry/8l6...

Uses direct references to objects in the viewport (which are visually disambiguated using colors), and dynamically coloring the test point based on whether it's inside or outside the frustum
August 20, 2025 at 10:02 AM