Sébastien Lagarde Profile
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
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@SebLagarde
Sébastien Lagarde
19 days
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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@SebLagarde
Sébastien Lagarde
19 days
Siggraph 2025 Advance real time rendering course program published
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@grok
Grok
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Join millions who have switched to Grok.
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@SebLagarde
Sébastien Lagarde
2 months
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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@SebLagarde
Sébastien Lagarde
2 months
RT @I3DCONF: The papers session on Rendering is now available! #I3D2025.
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@SebLagarde
Sébastien Lagarde
2 months
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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@SebLagarde
Sébastien Lagarde
2 months
RT @kenpex: All REAC 2025 content is LIVE! Enjoy
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@SebLagarde
Sébastien Lagarde
2 months
RT @Nicolas_Lopez_: Our talk “Anvil Rendering Architecture” is up on YouTube, including Q&A!.
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@SebLagarde
Sébastien Lagarde
2 months
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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@SebLagarde
Sébastien Lagarde
2 months
RT @ssh4net: A Fluorescent Material Model for Non-Spectral Editing & Rendering. Belcour Laurent @_Laurent , Fichet Alban, Barla Pascal.(Int….
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@SebLagarde
Sébastien Lagarde
2 months
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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@SebLagarde
Sébastien Lagarde
3 months
RT @Auzaiffe: Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors….
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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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@SebLagarde
Sébastien Lagarde
3 months
RT @Auzaiffe: The code source of the demo I presented at GDC about cooperative vectors is online, all code is MIT, have fun .
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github.com
Texture Set Neural Compression Sample. Contribute to GameTechDev/TextureSetNeuralCompressionSample development by creating an account on GitHub.
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@SebLagarde
Sébastien Lagarde
3 months
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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@SebLagarde
Sébastien Lagarde
3 months
RT @ssh4net: Importance-Sampled Filter-Adapted Spatio-Temporal Sampling.Alan Wolfe, William Donnelly, Henrik Halen.(SEED - Electronic Arts)….
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@SebLagarde
Sébastien Lagarde
3 months
RT @FilmicWorlds: New post! Building on the previous one, now we're using temporal information to improve the quality of MSAA super resolut….
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filmicworlds.com
Is anyone using temporal reprojection to improve MSAA?
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@SebLagarde
Sébastien Lagarde
4 months
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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@SebLagarde
Sébastien Lagarde
4 months
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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