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.

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Avsnitt

91 avsnitt

  1. Revectorization Based Soft Shadow Maps 57:14
  2. Reducing Graphics API Complexity 1:03:58
  3. Rendering Millions of Gaussians in Real-Time 51:00
  4. A Game Rendering Manifesto 49:37
  5. Improving Direct Lighting Material Occlusion 41:05
  6. Variable Rate Ray Tracing in Call of Duty MW4 39:56
  7. Scaling User-Generated 3D Worlds in ROBLOX 46:38
  8. Clasical Graphics in the Age of Generative AI 53:57
  9. Path Tracing at 200mph in F1 2025 22:09
  10. Reflecting about a decade of SEED 27:35
  11. Rendering Meshlets in Capcom's RE Engine 50:30
  12. Replacing Supercell's Rendering Engine 50:01
  13. Iterative Lightmap Updates for Scene Editing 36:39
  14. Fast Global Illumination in IdTech8 36:13
  15. Volumetric Rendering for Dreams 28:14