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Coffee, Code & Shaders: Real-Time Rendering Conversations

by Jacobo Ríos
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Latest episodes

  • Megalights - Stocastic Direct Lighting in Unreal Engine 5

    October 15, 2026 · 1 hr 1 min

    Today, we will talk about the presentation given by Thiago Costa, Principal Rendering Programmer at Epic Games, and Krzysztof Narkowicz, Engineering Fellow in Graphics, during the Advances in Real-Time Rendering course at SIGGRAPH 2025. In…

  • Reducing Graphics API Complexity

    October 7, 2026 · 1 hr 4 min

    This time, we're going to talk about a presentation given by Sebastian Aaltonen at SIGGRAPH 2026. In it, he analyzes the growing complexity of graphics APIs and proposes a cleaner, more direct, built-from-scratch design that aligns with…

  • Raytraced Shadows in Call of Duty Modern Warfare

    October 1, 2026 · 59 min

    This time, we will talk about the presentation given by Michal Olejnik, Render Engineer at Infinity Ward Poland, on how they implemented near-perfect real-time shadows for Call of Duty: Modern Warfare using ray-tracing. They optimized…

  • Rendering Millions of Gaussians in Real-Time

    September 26, 2026 · 51 min

    Today, we will talk about this presentation given by Joris Rijsdijk, Christopher Peters, Michael Weinmann, and Ricardo Marroquim from Delft University of Technology during SIGGRAPH 2026. In it, they propose a stochastic method to render…

  • Differentiable Voronoi Ray-Tracing Beyond Rasterization Speeds

    September 16, 2026 · 43 min

    This time, we are going to talk about a research study developed by Bernardo Taveira, Carl Lindstrom, and Frederik Kahl from Chalmers University of Technology. In this work, they propose using a Voronoi diagram to partition space, as well…

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  • A Game Rendering Manifesto

    September 10, 2026 · 50 min

    Today we will discuss this presentation by Benjamin Watson at High Performance Graphics 2026, where he argues that the industry must move past its obsession with photorealism to focus on ultra-low latency. He proposes redesigning GPU…

  • Improving Direct Lighting Material Occlusion

    September 4, 2026 · 41 min

    Today, we will discuss a post written by Pablo Zurita, Principal Render Engineer at 2K Sports Lab, on his personal blog. In it, he analyzes material micro-occlusion implementations from Naughty Dog and Activision, and proposes an…

  • Variable Rate Ray Tracing in Call of Duty MW4

    August 28, 2026 · 40 min

    This time, we are going to talk about the presentation given by Michal Olejnik, Lead Ray-Tracing Engineer at Infinity Ward, during SIGGRAPH 2026. In it, he discusses the concept of Variable Rate Ray Tracing (VRRT) implemented within Call…

  • Scaling User-Generated 3D Worlds in ROBLOX

    August 20, 2026 · 47 min

    This time, we will talk about the presentation given by Sergey Makeev, Senior Technical Director at ROBLOX, during SIGGRAPH 2026. In it, he details the development of a rendering architecture called SLIM, designed to optimize the diversity…

  • Real-Time Path-Tracing of Massive Dynamic Foliage

    August 12, 2026 · 27 min

    Today, we will discuss this paper by Dirk Gerrit van Antwerpen et al., in which they propose a path-tracing system that overcomes the memory limitations of traditional ray-tracing by using opacity micromaps (OMMs) to represent fine details…

  • Ray-Tracing Massive Amounts of Animated Geometry

    August 5, 2026 · 47 min

    Today, we will discuss this paper presented by Holger Gruen at High Performance Graphics 2026, which introduces an innovative method for applying ray tracing to massive amounts of animated geometry. The paper proposes using a tetrahedral…

  • The Journy to Ninite - Geometry Virtualization and Rendering

    July 30, 2026 · 45 min

    This time, we will talk about the presentation given by Brian Karis from Epic Games during High Performance Graphics 2022. He discusses the journey that led to the development of Nanite in Unreal Engine 5 as a means to resolve the…

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About the show

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.