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
My "No Graphics API" blog post is live! Please repost :) https://t.co/uL8HsfIlNV
sebastianaaltonen.com
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve...
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After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!
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My third and final blog post on spectral rendering is out. This one compares results of RGB and spectral rendering under different illuminants and draws conclusions. https://t.co/vPFRIYCmef
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"Get Started with Neural Shading" course videos:
youtube.com
In this course, we will provide an overview of RTX Neural Shaders and how to get started with it in your game or application.
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Do you want to improve the performance of your il2cpp Unity projects, without changing your code or your assets? My il2cpp build processor cpp2better is now officially available (on request). Reach out to me, details here: https://t.co/uqjfvpdTjb
blog.s-schoener.com
It’s been a while since I last talked about cpp2better. Time for an official “here it is” post. What is cpp2better? cpp2better is a tool that hooks into your build pipeline for Unity to achieve...
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I am pleased to share a small but valuable Unity feature I have been working on recently. It enables customization of certain visuals for each renderer at no additional CPU performance cost. https://t.co/CsbsxYtzQb
discussions.unity.com
New in 6.3: Renderer Shader User Value (RSUV) History In certain scenarios, games may need to manage a large number of objects (e.g., MeshRenderers) while applying unique visual customization to each...
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New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase
interplayoflight.wordpress.com
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
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All SIGGRAPH 2025 Advances slides are now online, including "Stochastic Tile-Based Lighting in HypeHype"! https://t.co/goIdLodvuB
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I will be presenting "Stochastic Tile-Based Lighting in HypeHype" at SIGGRAPH 2025 Advances course on Aug 12th, see you there! Here's the full program with many cool talks:
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Siggraph 2025 Advance real time rendering course program published
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Will be talking about idTech 8 Global Illumination at CEDEC 2025. Visiting Tokyo/Japan for first time - very excited. https://t.co/q63QvDKGki
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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Have a few last-minute things to wrap up, looking forward to dropping this tomorrow morning :) #unrealengine #ue5 #gamedev @unrealengine
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The papers session on Rendering is now available! https://t.co/81hjaaqLr4
#I3D2025
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Our REAC 25 talk about Dragon Age: The Veilguard is out! We discussed global illumination, reflections and the awesome character creator tool, housed by the Frostbite engine. https://t.co/uZZJFNC9A9
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Our talk “Anvil Rendering Architecture” is up on YouTube, including Q&A! https://t.co/mSojjPkcDr
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The @pixarsrenderman team has a paper out at HPG 2025 this week about the architecture of RenderMan XPU. There's a lot of interesting details in the paper- definitely a worthwhile read! https://t.co/inufBcB2W0
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A Fluorescent Material Model for Non-Spectral Editing & Rendering Belcour Laurent @_Laurent , Fichet Alban, Barla Pascal (Intel Corp. France, Inria Bordeaux) https://t.co/mY84897ITQ Abstract: Fluorescent materials are characterized by a spectral reradiation toward longer
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Our upcoming HPG 2025 paper ”Collaborative Texture Filtering” is up! Research done with @_pandersson, Matt Pharr, and @BartWronsk. https://t.co/ZZtPU8vkJB
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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Spherical harmonics are widely used in graphics. Ever wondered how to compute their derivatives? My @HPG_Conf 2025 poster shows that it is basically free. It also comes with a code generator for C, C++, Python, GLSL and HLSL to compute SH with derivatives. https://t.co/nWYmtY1zoM
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