Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
Nicolas Lopez
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Really happy to show what I’ve been working on lately! #AssassinsCreed
We are now accepting proposals for GPU Zen 5!
This is an opportunity to share your expertise with the rendering community.
Proposal Deadline: July 5, 2026
Submit to: [email protected]
More Info: gpuzen.blogspot.com
Don't hesitate to DM me for more details
In this video series, the team and I dive into some of the tech behind Assassin’s Creed Shadows, and what powers the Anvil engine.
We cover Atmos, Large-Scale Rendering, Micropolygon, and Ray Tracing.
#Anvil #AssassinsCreed #AssassinsCreedShadows
www.youtube.com/playlist?lis...
I contributed to this PlayStation Blog post about PSSR2 in Assassin’s Creed Shadows. Check it out!
#AssassinsCreedShadows
blog.playstation.com/2026/03/31/p...
Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method jcgt.org/published/00...
Nicolas Lopez
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing research.nvidia.com/labs/rtr/pub...
Useful table summarising the various ways to pass resource descriptors to a shader via a root signature (from static.graphicsprogrammingconference.com/public/2025/...)
<p>Algorithms leveraging ReSTIR-style spatiotemporal reuse have recently proliferated, hugely increasing effective sample count for light transport in real-time ray and path tracers. Many papers have ...
AMD DGF SuperCompression (DGFS) cuts DGF geometry file sizes while preserving exact block reconstruction and enabling fast decode to either DGF blocks or conventional meshlets for cross-device deploym...