ceruleite.bsky.social

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.

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Michal Olejnik from Infinity Ward at Activision is presenting technical innovation of Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 in Advances in Real-Time Rendering in Games at SIGGRAPH

Four weeks to the EGSR papers deadline! (I'm so excited to be on the Program Committee this year - cannot wait to see all the amazing papers submitted!) So - submit away! Important dates: Abstracts deadline: 4/8 Papers deadline: 4/15 Submit your work, and join in Bordeaux! egsr2026.inria.fr

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”

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

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

#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!

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#SIGGRAPH - Save the date - Advances in Real-Time Rendering in Games will be Tue, Aug 12 - a full day course in 2 parts (Part I - 9am-12:15pm, Part II - 2pm-5:15pm). Stay Tuned for the program and the speakers - the line up is very strong this year!