Coffee, Code & Shaders: Real-Time Rendering Conversations

Jacobo Ríos

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.

Сайт подкаста

Слушайте в своём приложении

Эпизоды

91 эпизод

  1. Implementing Real-Time Path Tracing in RE Engine 1:00:45
  2. Revectorization Based Soft Shadow Maps 57:14
  3. Shipping Dynamic Global Ilumination in FROSTBITE 46:25
  4. Reducing Graphics API Complexity 1:03:58
  5. Raytraced Shadows in Call of Duty Modern Warfare 59:18
  6. Rendering Millions of Gaussians in Real-Time 51:00
  7. A Game Rendering Manifesto 49:37
  8. Improving Direct Lighting Material Occlusion 41:05
  9. Variable Rate Ray Tracing in Call of Duty MW4 39:56
  10. Scaling User-Generated 3D Worlds in ROBLOX 46:38
  11. Real-Time Path-Tracing of Massive Dynamic Foliage 27:01
  12. Ray-Tracing Massive Amounts of Animated Geometry 47:02
  13. Clasical Graphics in the Age of Generative AI 53:57
  14. Path Tracing at 200mph in F1 2025 22:09
  15. Reflecting about a decade of SEED 27:35
  16. Upscaling techniques in Warhammer 40,000 and RoadCraft 54:02
  17. GPU Driven Rendering of Factions on Meta Quest 2 and 3 30:02
  18. A look into Teardown's render engine before and after 53:00
  19. Unified Rendering Architecture of Blender's Cycles 1:10:19
  20. Rendering Meshlets in Capcom's RE Engine 50:30
  21. Custom Rendering Engine for Hades and Hades II 44:19
  22. Architecture and Rendering Techniques in INSIDE 55:57
  23. Replacing Supercell's Rendering Engine 50:01
  24. Bladur's Gate 3 Rendering Architecture Evolution 53:11
  25. Iterative Lightmap Updates for Scene Editing 36:39
  26. Volumetric Rendering using Jackknife Transmittance 34:28
  27. Fast Global Illumination in IdTech8 36:13
  28. A deep dive into Ghost of Yotei's tech 36:26
  29. Volumetric Rendering for Dreams 28:14