Pablo Zurita
@pzurita.bsky.social
Principal Rendering Engineer. Opinions are my own.
Blog: https://irradiance.ca
Blog: https://irradiance.ca
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/
irradiance.ca/posts/
Posts
irradiance.ca
October 15, 2025 at 6:51 PM
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/
irradiance.ca/posts/
Reposted by Pablo Zurita
Gigi v1.0.4 Released
github.com/electronicar...
* MSAA Support in Viewer
* Unreal Engine Code Gen (Limited functionality. Compute + Raster Basics)
github.com/electronicar...
* MSAA Support in Viewer
* Unreal Engine Code Gen (Limited functionality. Compute + Raster Basics)
September 8, 2025 at 3:44 PM
Gigi v1.0.4 Released
github.com/electronicar...
* MSAA Support in Viewer
* Unreal Engine Code Gen (Limited functionality. Compute + Raster Basics)
github.com/electronicar...
* MSAA Support in Viewer
* Unreal Engine Code Gen (Limited functionality. Compute + Raster Basics)
Reposted by Pablo Zurita
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...
(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
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...
(And yes it's really been 10 years 👴).
therealmjp.github.io/posts/ten-ye...
I should have mentioned this earlier, but better late than never. SIGGRAPH 2025 starts tomorrow, and I'll be there the whole week. I hope I get to see some of the folks I've haven't seen since I missed the last couple of SIGGRAPHs.
August 9, 2025 at 7:47 PM
I should have mentioned this earlier, but better late than never. SIGGRAPH 2025 starts tomorrow, and I'll be there the whole week. I hope I get to see some of the folks I've haven't seen since I missed the last couple of SIGGRAPHs.
I know it is a bit late but back in December I joined 2K Sports Lab. I worked for a week before going away on vacation for a month. After that I spent another month mostly away from social media, but today I was reminded by an ex-colleague that I should let people know.
February 18, 2025 at 1:36 AM
I know it is a bit late but back in December I joined 2K Sports Lab. I worked for a week before going away on vacation for a month. After that I spent another month mostly away from social media, but today I was reminded by an ex-colleague that I should let people know.
Reposted by Pablo Zurita
Heads Up: I’ll be putting out a call for a stylized Environment concept artist for contract for our new IP very soon.
Please feel free to add me and share my bsky/linkedin account with your artist network who are looking for work.
www.linkedin.com/in/lisetteti...
Please feel free to add me and share my bsky/linkedin account with your artist network who are looking for work.
www.linkedin.com/in/lisetteti...
🎮 Lisette Titre-Montgomery - Cornerstone Interactive Studios | LinkedIn
I'm the CEO of Cornerstone Studios and an Art Director with 23 years of game development… · Experience: Cornerstone Interactive Studios · Location: San Francisco · 500+ connections on LinkedIn. Vi...
www.linkedin.com
January 13, 2025 at 10:10 PM
Heads Up: I’ll be putting out a call for a stylized Environment concept artist for contract for our new IP very soon.
Please feel free to add me and share my bsky/linkedin account with your artist network who are looking for work.
www.linkedin.com/in/lisetteti...
Please feel free to add me and share my bsky/linkedin account with your artist network who are looking for work.
www.linkedin.com/in/lisetteti...
Reposted by Pablo Zurita
Hey there bsky!
I'm looking for an internship in graphics/engine programming anywhere in the world (I'm willing to relocate). If you happen to know any open positions or if you work at a company that is taking interns, feel free to contact me!
Portfolio ⬇️
I'm looking for an internship in graphics/engine programming anywhere in the world (I'm willing to relocate). If you happen to know any open positions or if you work at a company that is taking interns, feel free to contact me!
Portfolio ⬇️
January 8, 2025 at 2:20 PM
Hey there bsky!
I'm looking for an internship in graphics/engine programming anywhere in the world (I'm willing to relocate). If you happen to know any open positions or if you work at a company that is taking interns, feel free to contact me!
Portfolio ⬇️
I'm looking for an internship in graphics/engine programming anywhere in the world (I'm willing to relocate). If you happen to know any open positions or if you work at a company that is taking interns, feel free to contact me!
Portfolio ⬇️
“The start of it all”. The first computer my family owned which my cousin kept. I don’t think I got to use it myself as I was a baby. I think the first one I got to use was an MSX which we kept until we switched to a clone based on a 80286.
January 8, 2025 at 2:27 PM
“The start of it all”. The first computer my family owned which my cousin kept. I don’t think I got to use it myself as I was a baby. I think the first one I got to use was an MSX which we kept until we switched to a clone based on a 80286.
If in your game characters are important, representation is important, and if your hair sim and rendering tech produces a good return for each ms invested, then it isn’t a huge deal to spend that budget in hair for worst-case scenarios.
Some details about the great strand hair tech used in Dragon Age: Veilguard. A 6.5ms budget for hair rendering is very impressive! www.ea.com/technology//...
Bringing Locks to Life With Strand Hair Technology in Dragon Age: The Veilguard
See how Frostbite and BioWare took Strand Hair tech to the next level, simulating up to 50,000 individual strands for over 100 hairstyles in Dragon Age: The Veilguard.
www.ea.com
November 17, 2024 at 7:43 PM
If in your game characters are important, representation is important, and if your hair sim and rendering tech produces a good return for each ms invested, then it isn’t a huge deal to spend that budget in hair for worst-case scenarios.