#siggraph2025
And it's a wrap! #siggraph2025
August 15, 2025 at 1:00 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 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
Fun new paper at #SIGGRAPH2025:

What if instead of two 6-sided dice, you could roll a single "funky-shaped" die that gives the same statistics (e.g, 7 is twice as likely as 4 or 10).

Or make fair dice in any shape—e.g., dragons rather than cubes?

That's exactly what we do! 1/n
May 21, 2025 at 4:29 PM
BREAKING NEWS.

Am now in Vancouver for SIGGRAPH.

#SIGGRAPH2025
August 8, 2025 at 2:36 AM
Working on a Walk on Spheres tutorial for #SIGGRAPH2025, and love the ads I'm getting served. 😂

Stay tuned for more…👣
June 29, 2025 at 9:52 AM
🔷🦀 TetWeave: Isosurface Extraction using On-The-Fly Delaunay Tetrahedral Grids for Gradient-Based Mesh Optimization is accepted to #SIGGRAPH2025 (TOG).

Done in collaboration with @rubenwiersma.nl, Philipp Herholz, and Olga Sorkine-Hornung.

But why a new shape representation? (1/9)
May 8, 2025 at 6:20 AM
Our #SIGGRAPH2025 paper "Augmented Vertex Block Descent" presents an extremely fast and stable physics solver with hard constraints for handling joints and collisions.

The project page has a 2D demo with source code and more details:
graphics.cs.utah.edu/research/pro...
June 23, 2025 at 3:43 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 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
YouTube video by SIGGRAPH Advances in Real-Time Rendering
www.youtube.com
November 11, 2025 at 9:40 PM
#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
Physically-based differentiable rendering enables inverse rendering, but handling visibility is hard. Our SIGGRAPH
2025 paper uses quadrics to importance sample silhouette edges--outperforming all existing unidirectional differentiable path tracers.
momentsingraphics.de/Siggraph2025...
August 3, 2025 at 12:13 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
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
December 29, 2025 at 9:04 PM
Quick “teaser” for a fun #SIGGRAPH2025 project, led by Hossein Baktash, on optimizing a shape to have the desired rolling statistics.

Basically we can turn arbitrary objects into fair dice, or make dice which capture the statistics of other objects—like several coin flips.
June 28, 2025 at 3:05 AM
#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
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
December 29, 2025 at 8:57 PM
#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
The Offset Geometric Contact (OGC) method @ankachen.bsky.social will present at #SIGGRAPH2025 allows guaranteed penetration-free simulation of codimensional objects with minimal computational overhead.

Project page: graphics.cs.utah.edu/research/pro...
July 17, 2025 at 7:05 AM
New at #SIGGRAPH2025:

Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.

Find the paper and implementations here:
github.com/jakericedesi...
July 29, 2025 at 12:16 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 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
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
November 11, 2025 at 11:45 PM
#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 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)
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
September 30, 2025 at 1:57 AM
I'm very excited to announce our #SIGGRAPH2025 workshop:
Drawing & Sketching: Art, Psychology, and Computer Graphics 🎨🧠🫖

🔗 lines-and-minds.github.io
📅 Sunday, August 10th

Join us to explore how people draw, how machines draw, and how the two might draw together! 🤖✍️
July 22, 2025 at 4:46 PM
🥻Our new #SIGGRAPH2025 paper introduces a novel pipeline that captures and digitizes physical threads, predicts fabric appearance from the weaving pattern, and aids designers in exploring new possibilities.
🔗 mandyxia.com/research/fabrix.html
July 29, 2025 at 7:28 PM
In our #SIGGRAPH2025 paper “Interactive Optimization of Scaffolded Procedural Patterns”, we introduce a new way to define and optimize procedural patterns in a sketch-based interactive design workflow.
August 12, 2025 at 2:39 PM