- I3D 2026 Fireside Chat with Naty Hoffman and Eric Haines
I3D 2026 fireside chat featuring Naty Hoffman and Eric Haines, recorded at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games at Lucasfilm (13–15 May 2026).
100% match
· <general><all><talk><hoffman><acm><games><i3d><industry> - I3D 2026 Papers Preview
I3D 2026 Papers Preview is a recorded talk published on the I3D Symposium channel.
Short YouTube video from the I3D Symposium channel previewing papers presented at I3D 2026,…
100% match
· <general><all><talk><acm><aimed><francisco><games><i3d> - Khronos Group Announces Inaugural Shading Languages Symposium
This Khronos Group press release announces the inaugural Shading Languages Symposium for February 12-13, 2026 in San Diego, co-located to run immediately after Vulkanised…
94% match
· <general><games><industry><long><san><symposium><time><work> - How rendering changed | Sebastian Aaltonen
How rendering changed | Sebastian Aaltonen is a recorded talk by Sebastian Aaltonen, presented at Wookash Podcast.
Wookash Podcast interview with Sebastian Aaltonen on his…
90% match
· <talk><aimed><career><industry><interested><long><recorded><work> - A Game Developer’s Guide to SIGGRAPH 2026: Building Your Week Beyond the Games Summit
ACM SIGGRAPH blog guide for game developers attending SIGGRAPH 2026, starting from the inaugural Games Summit and mapping related sessions across the week.
83% match
· <general><all><acm><aimed><game><games><siggraph><time> - EA Sports F1 25: Path Tracing at 200mph
EA Sports F1 25: Path Tracing at 200mph is a recorded talk by Tom Hammersley, presented at GDC Vault.
GDC Vault session by Tom Hammersley (EA Codemasters) on shipping a path…
77% match
· <talk><aimed><game><lessons><recorded><time><work> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
75% match
· <aimed><game><games><long><time><work> - The Return of the Utah Teapot - SIGGRAPH 2026
SIGGRAPH 2026 talk marking the 50th anniversary of the Utah Teapot’s first SIGGRAPH appearance.
73% match
· <general><all><talk><aimed><interested><practitioners><siggraph><work> - SIGGRAPH Thesis Fastforward 2026
SIGGRAPH Thesis Fastforward 2026 is an official ACMSIGGRAPH YouTube recording of short PhD thesis pitches from SIGGRAPH-related graphics research.
Featured talks include Monte…
71% match
· <general><talk><games><practitioners><siggraph><time><work> - GTC 2026
Landing page by Jendrik Illner for NVIDIA GTC 2026, noting the conference runs March 16-19 and presents generative AI and NVIDIA technology updates.
71% match
· <general><all><aimed><industry><keynote><may><practitioners> - Graphics Programming Conference 2025 - slides released
Graphics Programming Conference 2025 - slides released points to the official GPC 2025 archive of talk materials from the conference held in Breda, Netherlands.
The archive…
71% match
· <general><all><held><industry><may><time><work> - SIGGRAPH 2025 Links
SIGGRAPH 2025 Links is a curated blog roundup by Stephen Hill that indexes public materials from SIGGRAPH 2025 rather than presenting a single talk or paper.
It groups…
71% match
· <general><all><games><practitioners><siggraph><time><work> - Unity GitHub - URP Rendering Examples
UniversalRenderingExamples aggregates URP feature demos - outlines, decals, lights, and post effects - with staged “completed” scenes for learning renderer features incrementally.
69% match
· <general><game><games><held><perspective><time> - Vulkanised 2026
Vulkanised 2026 is the eighth Khronos-organized Vulkan developer conference, held 9-11 February 2026 at Qualcomm in San Diego, followed by the colocated Shading Languages…
69% match
· <general><adjacent><held><recorded><san><symposium> - SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice is the course page for the SIGGRAPH physically based shading course, organized by Stephen Hill and Stephen…
69% match
· <general><games><hoffman><naty><siggraph><time> - Game Optimization - Introduction & General Principles - Episode 1
Game Optimization - Introduction & General Principles - Episode 1 is the opening video in Ben Cloward's game optimization series, demonstrated in Unreal and Unity with…
69% match
· <general><game><games><interactive><time><work> - All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana
All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana is a recorded talk by Aaron Scherzinger, presented at GDC Vault.
GDC Vault talk by Aaron Scherzinger (Ubisoft…
65% match
· <talk><aimed><game><lead><recorded><work> - Scaling Game Performance Analysis with NVIDIA Nsight
Scaling Game Performance Analysis with NVIDIA Nsight is a recorded talk published on the NVIDIA developer channel channel.
NVIDIA talk on optimizing real-time ray tracing with…
65% match
· <talk><aimed><game><recorded><time><work> - Advances in Real-Time Rendering in Games
Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's…
62% match
· <aimed><games><long><siggraph><time> - A Texture Streaming Pipeline for Real-Time GPU Ray Tracing
A Texture Streaming Pipeline for Real-Time GPU Ray Tracing is a SIGGRAPH 2025 Talks paper by Mark Lee, Nathan Zeichner, and Yining Karl Li from Disney Animation on streaming Ptex…
62% match
· <acm><interactive><siggraph><time><work>