Alex S - Cranberry King

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192 Posts
Graphics Lead at Snowed In Studios! [He/Him] [English/Français] I love learning, programming and talking about all things nerdy. Hit me up! 🌈
Githubhttps://github.com/AlexSabourinDev
Programmers are usually fed a steady diet of features and bug fixes. But occasionally they get to work on performance problems. This development methodology is known as intermittent fasting.
That's some nice D3D/PIX tooling improvements coming from Microsoft! https://devblogs.microsoft.com/directx/directx-bringing-console-level-developer-tools-to-windows/
DirectX: Bringing Console-Level Developer Tools to Windows - DirectX Developer Blog

On March 12th 2026 the DirectX team, together with our hardware partners, hosted DirectX: Bringing Console-Level GPU Developer Tools to Windows at GDC.

DirectX Developer Blog
Recent discussion about the perils of doors in gamedev reminded me of a bug caused by a door in a game you may have heard of called "Half Life 2". Are you sitting comfortably? Then I shall begin.
Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages

While working on Indiana Jones and the Great Circle and later DOOM: The Dark Ages, it became apparent that both titles are particularly sensitive to anisotropic sampling cost on the Xbox Series con…

Martin Fuller's Graphics Ramblings
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
https://blog.selfshadow.com/publications/s2025-shading-course/
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice

New blog post:

Multithreading in games - Comment on 'Parallelizing the Physics Solver' BSC 2025 Talk https://felixk15.github.io/posts/comment_on_parallelizing_the_physics_solver/

Multithreading in games - Comment on ā€˜Parallelizing the Physics Solver’ BSC 2025 Talk

Posting mostly about tech and programming in the game/engine dev space. Can be anything from retro console emulation, open source libraries or personal takes on things going on in my social tech-bubble.

Yet another dev diary

✨ New blog post: "The current technology is not ready for proper blending"

https://blog.pkh.me/p/43-the-current-technology-is-not-ready-for-proper-blending.html

#graphics #color #glsl #shader #math #blog

It’s cool to see my talk freely available for everyone. I’m proud of the work our team accomplished, and it means a lot that it’s now accessible to a wider audience.
Huge thanks to the GDC team for putting it out there!

https://www.youtube.com/watch?v=yj5pYktC3X8

#AssassinsCreedShadows #GDC2025

Rendering 'Assassin's Creed Shadows'

YouTube
playing with this concept over the weekend. I like how the colors/glow turned out.

@jiayincao has an awesome new post on ReSTIR GI; highly recommended reading:

https://agraphicsguynotes.com/posts/understanding_the_math_behind_restir_gi/

Understanding The Math Behind ReSTIR GI

Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, which included collaborating with my colleague Daqi Lin to implement a brand new ReSTIR-based global illumination solution, specifically, ReSTIR PT[1], within the NvRTX branch of Unreal Engine. A GDC presentation video on Zorah was released a few weeks ago.