- I3D 2026 Keynote: Naty Hoffman's Keynote - Lessons from Digging in Game Dev and Adjacent Trenches
I3D 2026 keynote by Naty Hoffman, recorded at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games held at Lucasfilm in San Francisco (13–15 May 2026).
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· <general><all><talk><hoffman><acm><games><i3d><industry> - 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.
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· <general><all><acm><attendees><beyond><games><real><siggraph> - 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,…
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· <general><all><talk><acm><beyond><games><i3d><interactive> - 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…
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· <general><all><beyond><games><paper><real><siggraph><talks> - 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…
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· <acm><interactive><paper><real><siggraph><talks><time><useful> - 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…
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· <general><beyond><games><industry><long><real><symposium><talks> - 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…
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· <general><games><hoffman><naty><real><siggraph><time><useful> - Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Adaptive Tetrahedral Grids for Volumetric Path-Tracing presents a SIGGRAPH Talks 2025 publication by Anis Benyoub and Jonathan Dupuy of Intel Corporation on the GGX Research…
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· <may><paper><real><siggraph><talks><time><useful> - Why Boycott SIGGRAPH Asia 2026?
Commentary video by Cem Yuksel stating personal reasons to boycott SIGGRAPH Asia 2026 in Malaysia.
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· <general><all><talk><acm><paper><siggraph><symposium><useful> - REAC 2025 Introduction to the conference
A YouTube opening talk for REAC 2025 by Natalya Tatarchuk, CTO at Activision and co-founder of the Rendering Engine Architecture Conference.
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· <general><all><talk><games><paper><real><recorded><time> - 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…
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· <general><talk><games><real><siggraph><talks><time><useful> - Graphics Programming Conference
Graphics Programming Conference is the tickets and schedule site for a European conference on real-time and interactive graphics programming concepts and techniques, hosted in…
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· <general><interactive><real><recorded><talks><time><useful> - Graphics Programming Conference - 2025 - Participate
Graphics Programming Conference - 2025 - Participate is the call-for-talks page for the Graphics Programming Conference (GPC), a European November event on real-time and…
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· <general><industry><interactive><real><talks><time><useful> - 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…
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· <talk><beyond><industry><interested><long><recorded><useful> - Behind The Scenes of the Anvil Engine
Behind The Scenes of the Anvil Engine is a free YouTube video on the Ubisoft channel.
Ubisoft YouTube playlist of four short behind-the-scenes videos on Anvil engine features…
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· <all><beyond><interested><real><time><useful><viewers> - SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination
[video] SIGGRAPH 2025 Advances in Real-Time Rendering in Games: Fast as Hell: idTech8 Global Illumination is a YouTube recording of Tiago Sousa's Advances talk on idTech8 global…
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· <talk><games><interactive><real><siggraph><time><useful> - Shader Graph Baked Rigidbody Animation using Vertex Animation Textures (Vadim, Sept 2019)
Kaburgan's Sept 2019 Story Programming piece bakes rigidbody VAT in Unity 2019.2 LWRP Shader Graph 6.9 without external DCC tools.
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· <games><real><recorded><talks><time><two> - Precomputed Lens Transport Maps
Precomputed Lens Transport Maps is an ACM Transactions on Graphics paper by University of Waterloo authors, hosted on arXiv as a PDF.
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· <acm><figures><paper><real><time><useful> - Texel Splatting | True 3D Pixel Art
Short YouTube explainer by Dylan Ebert introducing Texel Splatting for perspective-stable 3D pixel art.
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· <paper><perspective><real><time><useful><viewers> - Implicit Position-Based Fluids (IPBF)
Implicit Position-Based Fluids (IPBF) presents a Utah Graphics Lab incompressible SPH method by Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, and Cem Yuksel that uses…
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· <figures><formal><interactive><paper><time><useful>