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| Episode | Date |
|---|---|
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GPU Driven Rendering of Factions on Meta Quest 2 and 3
|
May 14, 2026 |
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A look into Teardown's render engine before and after
|
May 06, 2026 |
|
Unified Rendering Architecture of Blender's Cycles
|
Apr 29, 2026 |
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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 |