- presents the Siggraph 2025 course collection on advances in real-time rendering techniques for games
- discusses latest advances in ray tracing, global illumination, and hybrid rendering pipelines for interactive applications
- Slides for most talks have been released

- presents a stochastic approach to tile-based lighting
- discusses probabilistic light sampling techniques that maintain visual quality while reducing computational overhead
- demonstrates implementation details for integrating stochastic methods with existing tile-based deferred rendering pipelines

- presents techniques for implementing level-of-detail systems for grass rendering
- demonstrates the creation of grass impostors using custom shaders that replicate albedo, ambient occlusion, and normal maps without geometry
- shows how to implement smooth transitions between high-detail grass meshes and performance-optimized impostor representations

- presents shader techniques for creating realistic metallic foil sticker effects using reflection and refraction
- discusses texture mapping approaches for simulating the characteristic rainbow iridescence of holographic materials
- shader code is included
- additionally contains a real-time implementation in the browser that allows experimentation

- presents techniques for transforming cubic voxel worlds into spherical geometries using quad sphere mapping
- discusses map distortion artifacts and how to overcome them for a Minecraft-like world
- provides visual explanations of the issues and how to resolve them

- presents the mix() function used for linear interpolation between values
- discusses practical applications, including color blending, texture transitions, and animation smoothing
- demonstrates various practical use-cases

- video tutorial demonstrating how to use Microsoft PIX to analyze game GPU performance
- shows the necessary steps to set up the system
- presents a first brief walkthrough of a GPU frame in Unity and Unreal using PIX

- explores strategies for maximizing GPU VALU utilization and overall throughput by identifying and removing bottlenecks
- discusses when to use different shader types (pixel vs compute) based on workload characteristics and hardware limitations

- announces the Graphics Programming Conference tickets are on sale now
- Many sessions are also already announced

- presents a curated collection of programming newsletters covering various development topics (mine is included as well)
- discusses newsletters focusing on graphics programming, game development, and rendering techniques

Thanks to Angel Ortiz for support of this series.
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