
Sébastien Lagarde
@SebLagarde
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Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. https://t.co/K7EV6zUkNH
France
Joined June 2011
RT @JarkkoPFC: I will be presenting "Stochastic Tile-Based Lighting in HypeHype" at SIGGRAPH 2025 Advances course on Aug 12th, see you ther….
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RT @idSoftwareTiago: Will be talking about idTech 8 Global Illumination at CEDEC 2025. Visiting Tokyo/Japan for first time - very excited.….
cedec.cesa.or.jp
国内最大級のゲーム開発者向けカンファレンス CEDEC 2025公式サイト。「Fast as hell: idTech8 Global Illumination./大迫力な地獄を再現 :idTech8 グローバルイルミネーション」のページです。
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RT @WillFaucherVFX: Have a few last-minute things to wrap up, looking forward to dropping this tomorrow morning :).#unrealengine #ue5 #game….
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RT @kechogarcia: Our REAC 25 talk about Dragon Age: The Veilguard is out!. We discussed global illumination, reflections and the awesome ch….
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RT @Nicolas_Lopez_: Our talk “Anvil Rendering Architecture” is up on YouTube, including Q&A!.
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RT @yiningkarlli: The @pixarsrenderman team has a paper out at HPG 2025 this week about the architecture of RenderMan XPU. There's a lot of….
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RT @inversepixel: Our upcoming HPG 2025 paper ”Collaborative Texture Filtering” is up!.Research done with .@_pandersson, Matt Pharr, and @B….
research.nvidia.com
Recent advances in texture compression provide major improvements in compression ratios, but cannot use the GPU's texture units for decompression and filtering. This has led to the development of...
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RT @MomentsInCG: Spherical harmonics are widely used in graphics. Ever wondered how to compute their derivatives? My @HPG_Conf 2025 poster….
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RT @Auzaiffe: Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors….
devblogs.microsoft.com
Welcome to the preview release for Cooperative Vector support in D3D12. This exposes powerful new hardware acceleration for vector and matrix operations, enabling developers to efficiently drive...
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RT @Auzaiffe: The code source of the demo I presented at GDC about cooperative vectors is online, all code is MIT, have fun .
github.com
Texture Set Neural Compression Sample. Contribute to GameTechDev/TextureSetNeuralCompressionSample development by creating an account on GitHub.
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RT @KostasAAA: New blog post discussing Async Compute, various experiments with pairings and task overlapping and performance impact. https….
interplayoflight.wordpress.com
GPUs make work parallelism very easy by design: each drawcall/dispatch shader instruction operates on batches of vertices, pixels, threads in general at the same time automatically. On the other ha…
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RT @ssh4net: Many-Light Rendering Using ReSTIR-Sampled Shadow Maps.Song Zhang, Daqi Lin, Chris Wyman, Cem Yuksel.(University of Utah, NVIDI….
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RT @ssh4net: Importance-Sampled Filter-Adapted Spatio-Temporal Sampling.Alan Wolfe, William Donnelly, Henrik Halen.(SEED - Electronic Arts)….
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RT @FilmicWorlds: New post! Building on the previous one, now we're using temporal information to improve the quality of MSAA super resolut….
filmicworlds.com
Is anyone using temporal reprojection to improve MSAA?
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RT @Jiayin_Cao: Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to @nmkettunen….
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RT @kenpex: REAC 2025 talk details have been posted on the website! Register today - it's free! If you can share t….
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