Really happy to show what I’ve been working on lately! #AssassinsCreed
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS
finally done.
gpfault.net/posts/sph.html
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing research.nvidia.com/labs/rtr/pub...
Floor and Ceil Versus Denormals on CPU and GPU -- new article on my blog
asawicki.info/news_1802_fl...
<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 ...
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...
jcgt.org
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
Useful table summarising the various ways to pass resource descriptors to a shader via a root signature (from static.graphicsprogrammingconference.com/public/2025/...)
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...
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...