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Coffee, Code & Shaders: Real-Time Rendering Conversations
Jacobo Ríos
44 episodes
1 day ago
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.
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Technology
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All content for Coffee, Code & Shaders: Real-Time Rendering Conversations is the property of Jacobo Ríos and is served directly from their servers with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.
Show more...
Technology
Episodes (20/44)
Coffee, Code & Shaders: Real-Time Rendering Conversations
Voxel-Based Adaptive Order-Independent Transparency

Today we will discuss this presentation given by Michel Drobot of Activision Publishing during the "Advances in Real-Time Rendering in Games" course at SIGGRAPH 2025. The talk focuses on a new solution for Order-Independent Transparency (OIT) using techniques such as voxelization with rasterization and handling overflows with atomic operations to optimize performance on consoles like the PS5.

Leer presentación completa:

https://advances.realtimerendering.com/s2025/content/AVBOIT_SIG2025_MDROBOT-final.pdf


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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5 days ago
27 minutes 30 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Graphics Optimizations in the Unreal Engine for Avowed

On this occasion, we will discuss this material presented by Obsidian Entertainment's Lead Graphics Engineer, Matt Campbell, during Unreal Fest 2025 in Orlando. It is a detailed technical retrospective on the GPU optimization of the action role-playing video game Avowed. The presentation highlights the custom modifications they implemented, such as the use of ray tracing for local lights and strategies to reduce the overhead of Nanite and VSM, with the ultimate goal of achieving stable performance and ambitious visual targets in a semi-open world.

Watch full presentaion:

https://www.youtube.com/watch?v=BKaAzhMHJZ0


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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1 week ago
28 minutes 40 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Guild Wars 2 Shadow Technology Improvements

Today we will talk about this small article published on the Guild Wars 2 website, which details the improvements to the shadow technology implemented in the Visions of Eternity expansion, seeking to increase both the coverage and the detail of the dynamic shadows, taking advantage of the advancements in graphic hardware.Read full article here:

https://www.guildwars2.com/en/news/improved-shadow-technology-lands-in-guild-wars-2-visions-of-eternity/


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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1 week ago
30 minutes 50 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Billions of Triangles in minutes

Today, we will talk about an article written by Arseny Kapoulkine (creator of MeshOptimizer) regarding the process he followed to optimize the processing pipeline for the geometry of NVIDIA's Zorah scene, which has billions of triangles and weighs up to 32 GB. In the article, he discusses the challenges of implementing a hierarchical LOD by clusters, similar to Unreal Engine's Nanite, managing to reduce processing times from half an hour to just two and a half minutes.Read full article:

https://zeux.io/2025/09/30/billions-of-triangles-in-minutes/


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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2 weeks ago
18 minutes 1 second

Coffee, Code & Shaders: Real-Time Rendering Conversations
Path-Tracing and Neural-Rendering in Doom - The Dark Ages

On this occasion we will discuss an NVIDIA article where Billy Khan, director of engine technology at ID Software, focuses on how the integration of Path-Tracing in the game DOOM: The Dark Ages achieves more physically accurate lighting, softer shadows, and better reflections than traditional Ray-Tracing; he also highlights the advantages of using the DLSS 4 transformation model for super-resolution and denoising, particularly in the handling of spatial and temporal information.Read full article:

https://developer.nvidia.com/blog/how-id-software-used-neural-rendering-and-path-tracing-in-doom-the-dark-ages/


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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3 weeks ago
13 minutes 29 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Volumetric Multi-View Rendering

Today we will talk about this paper that was presented at EUROGRAPHICS 2022, by Basile Fraboni, Antoine Webanck, Nicolas Bonneel, and Jean-Claude Iehl, from INSA Lyon and Univ Lyon. In it, they propose a new method for efficiently rendering volumetric effects like clouds or smoke in cases where sequences of frames (or multiple camera views) are needed, in which they reuse light paths across different frames, and propose a Multiple Weighted Importance Sampling estimator to handle these contributions from the shared paths.Read full paper:

https://bfraboni.github.io/eg2022/data/volmvpt-eg2022-small.pdf


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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3 weeks ago
15 minutes 12 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
RayTracing The World of Assasins Creed Shadows

On this occasion we will talk about this presentation given by Melino Conte and Luc Leblanc from Ubisoft Montreal during SIGGRAPH 2025, in which they discuss the solution they developed for global illumination within their Anvil Engine for Assassin's Creed Shadows, supporting a dynamic and large-scale open world, delving into the decisions they made, as well as the reasoning behind them, and several of the challenges they faced.Watch full presentaion:

https://www.youtube.com/watch?v=2K-rwy4aMmU


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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4 weeks ago
17 minutes 48 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
The Evolution of Global Illumination in Overwatch 2

Today we're going to talk about this presentation by Will Piece, Senior Graphics Programmer at Blizzard Entertainment, that he gave at REAC 2025; where he details the transition of their previous GI solution to a new baked Deep Dynamic Global Illumination (DDGI) approach, which brings scalability across a wide range of hardware and streamlines artists workflows by using a vlume-based system.


Watch full presentation:

https://www.youtube.com/watch?v=0PlxPCq-DbQ


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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1 month ago
17 minutes 36 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Guerrilla Games UIPainter - Tile-Based Rendering in One Draw Call

Today we're going to analyze this presentation by Wessel Mast, from Guerrilla Games, during Dev GAMM Game Conference 2024, where he explains the UI framework they developed for games like Horizon Forbidden West, in which they render the whole UI in only one draw-call using Signed Distance Fields (SDFs) and Tile-Based Rendernig to achieve drawing complex UI in under 16 milliseconds.


Watch full presentation:

https://www.youtube.com/watch?v=U_MnhTuT_l8


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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1 month ago
16 minutes 1 second

Coffee, Code & Shaders: Real-Time Rendering Conversations
Global Illumination, Ray-Tracing and Character creation in Dragon Age: The Veilguard

Today we're going to discuss about this presentation given by Navjot Garg, Kleber Garcia and Darrin Stewart from Electronic Arts at RACT 2025; focusing on the challenges and architectural decisions behind global illumination, ray-tracing and character creation for the game Dragon Age: The Veilguard.


Watch full presentation here:

https://www.youtube.com/watch?v=BHflToAhEs8


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_


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1 month ago
18 minutes 48 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Volumetric Fog in Enshrouded - Lessons LEarned

Today we're going to dive into a talk by Lukas Feller, Graphics Programmer of King Games, focusing on the development of volumetric fog effects used in the game Enshrouded; explaining an initial failed attempt using MSAA and the successful second one using TAA, inspired by techniques from games like Read Dead Redemption 2 and the Forstbite engine.


Watch full presentation here:

https://www.youtube.com/watch?v=OR8HbFnQdlk


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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1 month ago
15 minutes 1 second

Coffee, Code & Shaders: Real-Time Rendering Conversations
Resource Management Architecture in 4A Engine

Today we're going to discuss about this presentation by alexander Gesi, Graphics Programmer of 4A Engine, during REAC 2024; where he explains the improvements made to the rendering engine for Metro Exudus. The discussion focuses on modern approaches like bindless resource models and efficient texture and geometry streaming to support demanding features such as rat-tracing, as well as the custom GPU debugging and inspection tools used.


Watch full presentation here:

https://www.youtube.com/watch?v=9DDo2IEwiYI


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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1 month ago
14 minutes 14 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Real-Time GPU Tree Generation

Today we're going to talk about this paper presented during

High-Performance Graphics 20025, by Bastian Kuth, Carsten Faber, Seyedmasih Tabaei y Quirin Meyer de la Coburg University of Applied Sciences and Arts, as well as Max Oberberger, Pirmin Pfeifer y Domink Baumeister from AMD, where they introduce a nover procedural system to create and render trees exclusively on GPU using Work Graphs and Mesh Nodes, creating complex Tree geometry using minimal data, and reducing memory footprint.


Read Full paper here:

https://diglib.eg.org/bitstream/handle/10.2312/hpg20251168/hpg20251168.pdf


Original Copyright Free Music written, performed, and produced by TrackTribe

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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1 month ago
17 minutes 17 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Strand-based hair and fur rendering in Indiana Jones

Today we're going to talk about this presentation by Sergei Kulikov from Machine Games at SIGGRAPH 2025, where he details the hair rendering system implementation for the game Indiana Jones and the Great Circle, keeping the 60 FPS target, using asynchronous compute and LOD management to limit segment count to maximum 2 million.


Read full presentaion:

https://advances.realtimerendering.com/s2025/content/Strand%20Hair%20in%20IJGC%20-%20Final%20Slides%20(Post-Conference).pdf


Original Copyright Free Music written, performed and produced by TrackTribe:

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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1 month ago
18 minutes 29 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
From Microfacets to Participating Media, a unified theory of light transport for stochastic geometry

On this occation we're going to talk about this paper by Eugene D'Leon and Benedikt Bitterli from NVIDIA as well as Dario Seyb and Wojciech Jarosz from Dartmouth College, presenting a unified theory of light transport using Stochastic Implicit Surfaces, specifically focusing on Gaussian Process Implicit Surfaces (GPIS); avoiding the usual separation of scenes en either deterministic surfaces or participating media, which can create some practical problems.

Read full paper here:

https://cs.dartmouth.edu/~wjarosz/publications/seyb24from-small.pdf


Background using royalty free music, including:

"⁠George Street Shuffle (ISRC USUAN1300035)⁠" by Kevin MacLeod is licensed under ⁠CC BY 3.0⁠.

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1 month ago
15 minutes 29 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
EON: A practical energy-preserving rough diffuse BRDF

In this session, we will analyze a paper by Jaime Postmouth, Peter Kuts, and Stephen Hill, in which they present a new bidirectional reflectance distribution function (BRDF) based on Oren–Nayar, but energy-preserving. They also introduce a sophisticated importance sampling scheme called CLTC, which drastically reduces variance in ray tracing.


Read full paper here:

https://arxiv.org/pdf/2410.18026

Legal:

La música de fondo es libre de regalías, incluyendo:

"⁠⁠George Street Shuffle (ISRC USUAN1300035)⁠⁠" by Kevin MacLeod is licensed under ⁠⁠CC BY 3.0⁠⁠.

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2 months ago
14 minutes 25 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Spherical Harmonics Exponentials for efficient glossy reflections

Today we’ll be talking about the presentation given by Peter Shirley from Activision at High Performance Graphics 2025. In it, he discussed the use of exponential Spherical Harmonics to replace the Split-Sum method, by re-encoding the environment map with a view-dependent factorization. This approach removes the need for a multi-level cube map, saving disk space and making the process noticeably faster — though, with some limitations

Watch full presentation:

https://www.youtube.com/watch?v=jN7FX5COASM

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2 months ago
13 minutes 32 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Procedural Grass Rendering in Ghost of Tsushima

On this occasion, we will discuss about the presentation by Eric Wohllaib, Graphics Programmer at Sucker Punch Productions, gave at te Game Developers Conference, about how the procedural grass system implemented for the game Ghost of Tsushima was developed using Compute Shaders and Bézier Curves—covering everything from instance data generation and level-of-detail management, to the unified wind system and its interaction with the player.

watch full presentation here:

https://www.youtube.com/watch?v=Ibe1JBF5i5Y

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2 months ago
14 minutes 23 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Physically Based Tone Mapping in Gran Turismo 7

Join us in this talk where we will discuss the presentation given by Kentaro Suzuki, Kenichiro Yasutomi, and Hajime Uchimura from Polyphony Digital during SIGGRAPH 2025, where they delve into the meticulous approach to rendering car materials used in Gran Turismo 7. Since they often go beyond the Rec. 709 standard, they require wide color gamut rendering and adaptive tone mapping for HDR displays.

Read full presentation:

https://blog.selfshadow.com/publications/s2025-shading-course/pdi/s2025_pbs_pdi_slides.pdf

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2 months ago
15 minutes 42 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Hallucinating the Future of Real-Time Rendering

Today we will discuss the talk given by Angelo Pesce from Roblox at High-Performance Graphics 2025, where he explores the landscape of real-time rendering, particularly within the video game industry. He evaluates how the approach to video game development has changed to date and analyzes the opportunities and challenges of emerging technologies, such as Generative AI, Cloud Computing, and others.

Watch full presentation:

https://www.youtube.com/watch?v=7kYLdrfyk84

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2 months ago
14 minutes 45 seconds

Coffee, Code & Shaders: Real-Time Rendering Conversations
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.