Coffee, Code & Shaders: Real-Time Rendering Conversations

By Jacobo Ríos

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Image by Jacobo Ríos

Category: Technology

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Episodes: 66

Description

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.

Episode Date
GPU Driven Rendering of Factions on Meta Quest 2 and 3
May 14, 2026
A look into Teardown's render engine before and after
May 06, 2026
Unified Rendering Architecture of Blender's Cycles
Apr 29, 2026
Ultrafast Screen-Space Refractions and Caustics via Newton's Method
Apr 22, 2026
Rendering Meshlets in Capcom's RE Engine
Apr 15, 2026
Real-Time Ray-Traced Ambient Occlusion using Spatial Hashing
Apr 08, 2026
Custom Rendering Engine for Hades and Hades II
Apr 01, 2026
Architecture and Rendering Techniques in INSIDE
Mar 25, 2026
Rendering Architecture and Optimizations in Rainbow Six Siege
Mar 18, 2026
Replacing Supercell's Rendering Engine
Mar 11, 2026
Bladur's Gate 3 Rendering Architecture Evolution
Mar 04, 2026
Iterative Lightmap Updates for Scene Editing
Feb 25, 2026
Volumetric Rendering using Jackknife Transmittance
Feb 18, 2026
Fast Global Illumination in IdTech8
Feb 11, 2026
Real-Time Soft Shadows in Dynamic Scenes using Spherical Harmonic Exponantiation
Feb 04, 2026
Lightning, Atmosphere and Tonemapping in Ghost of Tsushim
Jan 29, 2026
Evaluating and Sampling Glinty NDFs in Constant Time
Dec 18, 2025
Large-Scale Global Illumination at Activision
Dec 16, 2025
A deep dive into Ghost of Yotei's tech
Dec 11, 2025
Rendering Tiny-Glades with Entirely Too Much Ray Marching
Dec 09, 2025
A Generalizable Light Transport 3D Embedding for Global Illumination
Dec 04, 2025
Volumetric Rendering for Dreams
Dec 02, 2025
Voxel-Based Adaptive Order-Independent Transparency
Nov 27, 2025
Graphics Optimizations in the Unreal Engine for Avowed
Nov 25, 2025
Guild Wars 2 Shadow Technology Improvements
Nov 20, 2025
Billions of Triangles in minutes
Nov 13, 2025
Path-Tracing and Neural-Rendering in Doom - The Dark Ages
Nov 11, 2025
Volumetric Multi-View Rendering
Nov 06, 2025
RayTracing The World of Assasins Creed Shadows
Nov 04, 2025
The Evolution of Global Illumination in Overwatch 2
Oct 30, 2025
Guerrilla Games UIPainter - Tile-Based Rendering in One Draw Call
Oct 28, 2025
Global Illumination, Ray-Tracing and Character creation in Dragon Age: The Veilguard
Oct 23, 2025
Volumetric Fog in Enshrouded - Lessons LEarned
Oct 21, 2025
Resource Management Architecture in 4A Engine
Oct 16, 2025
Real-Time GPU Tree Generation
Oct 14, 2025
Strand-based hair and fur rendering in Indiana Jones
Oct 09, 2025
From Microfacets to Participating Media, a unified theory of light transport for stochastic geometry
Oct 07, 2025
EON: A practical energy-preserving rough diffuse BRDF
Oct 02, 2025
Spherical Harmonics Exponentials for efficient glossy reflections
Sep 30, 2025
Procedural Grass Rendering in Ghost of Tsushima
Sep 25, 2025
Physically Based Tone Mapping in Gran Turismo 7
Sep 23, 2025
Hallucinating the Future of Real-Time Rendering
Sep 18, 2025
Mobile Stochastic Local Lighting and Shadows at HypeHype
Sep 16, 2025
Ghost of Tsushima - Porting to PC Postmortem
Sep 11, 2025
GPU-Driven Rendering with Mesh Shaders for Alan Wak 2
Sep 09, 2025
Hi-Fi RUSH: Custom Toon Rendering on Unreal Engine
Sep 04, 2025
Transparency - From Traditional OIT to Neural Rendering
Sep 02, 2025
Oxide Games Decoupled Shading
Aug 28, 2025
The Sad State of Hardware Virtual Textures
Aug 26, 2025
A deep dive into Path to Exile 2 graphics
Aug 21, 2025
Concurrent Binary Trees for Large Scale Game Systems
Aug 19, 2025
Ray Traced Stochastic Depth Map for Ambient Occlusion
Aug 14, 2025
Controller to Display Latency in Call of Duty
Aug 12, 2025
Real-Time Rendering with Light Grid Hierarchy
Aug 07, 2025
ReSTIR - Reservoir based Spatio-Temporal Importance Sampling
Aug 06, 2025
Triangle Visibility Buffer 2.0
Jul 31, 2025
Skewed Oriented Bounding Boxes for Ray-Tracing
Jul 29, 2025
Realtime Global Illumination In Enshrouded
Jul 24, 2025
Diablo IV Ray-Tracing Implementation
Jul 22, 2025
Rendering Assassins Creed Shadows
Jul 17, 2025
Non-Photorealistic Lighting at Telltale Games
Jul 15, 2025
Geometry Rendering Pipeline Architecture at Activision
Jul 10, 2025
Modernizing Geometry Rendering in Alan Wak 2
Jul 08, 2025
Indiana Jones Path-Tracing Optimizations
Jul 03, 2025
Adaptive Virtual Texture Rendering in Far Cry 4
Jul 01, 2025
[Pilot] Modern Mobile Rendering
Jun 11, 2025