Coffee, Code & Shaders: Real-Time Rendering Conversations
Grab your favorite mug, pull up a chair, and join us in this cozy corner for a nice conversation on everything graphics programming — with freshly brewed coffee for all game developers passionate about pixels and algorithms.
- Indexed episodes, last 90 days
- 12
- Latest publication
- Sep 26, 2026
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- Earliest in this view
- Jul 10, 2026
Latest episodes
Rendering Millions of Gaussians in Real-Time (opens the original)
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Today, we will talk about this presentation given by Joris Rijsdijk, Christopher Peters, Michael Weinmann, and Ricardo Marroquim from Delft University of Technology during SIGGRAPH 2026 . In it, they propose a stochastic method to render hundreds of millions of 3D Gaussian Splats called Gaussian Point Splatting. Unlike traditional methods, it avoids data sorting and optimizes GPU performance by distributing the workload evenly.Watch full presentation: https://www.youtube.com/watch?v=2AWv_nIfp-U
Differentiable Voronoi Ray-Tracing Beyond Rasterization Speeds (opens the original)
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This time, we are going to talk about a research study developed by Bernardo Taveira, Carl Lindstrom, and Frederik Kahl from Chalmers University of Technology. In this work, they propose using a Voronoi diagram to partition space, as well as replacing spherical harmonics with octahedral textures to better capture spatial details and complex visual effects like motion blur; making it more efficient than other methods such as 3D Gaussian Splatting. Read full paper:https://arxiv.org/pdf/2608.17682
A Game Rendering Manifesto (opens the original)
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Today we will discuss this presentation by Benjamin Watson at High Performance Graphics 2026, where he argues that the industry must move past its obsession with photorealism to focus on ultra-low latency. He proposes redesigning GPU architectures and exploring rendering methods that reduce lag to under 10ms, as this would benefit not only eSports but also augmented reality and other devices.Watch full presentation: https://www.youtube.com/watch?v=9WLhKyRAY5U Original Copyright Free Music writte
Improving Direct Lighting Material Occlusion (opens the original)
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Today, we will discuss a post written by Pablo Zurita , P rincipal Render Engineer at 2K Sports Lab , on his personal blog. In it, he analyzes material micro-occlusion implementations from Naughty Dog and Activision , and proposes an alternative based on VNDFs (Visible Normal Distribution Functions) and LUTs (Look-Up Tables) to enable more realistic micro-shading of cracks or pores that is consistent with material roughness.Read full article: https://irradiance.ca/posts/microshadowing-part1/ htt
Variable Rate Ray Tracing in Call of Duty MW4 (opens the original)
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This time, we are going to talk about the presentation given by Michal Olejnik , Lead Ray-Tracing Engineer at Infinity Ward , during SIGGRAPH 2026 . In it, he discusses the concept of Variable Rate Ray Tracing (VRRT) implemented within Call of Duty: Modern Warfare 4 , where they manage to optimize performance and visual fidelity through the intelligent reallocation of rays toward areas of the image where they are needed most. Read full presentation: https://advances.realtimerendering.com/s2026/c
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