About 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.
On this occasion, we will talk about this presentation given by Diede Apers, Rendering Engineer at Electronic Arts, during SIGGRAPH 2024, where he details the evolution and optimization of the surfel-based global illumination system, as well as the optimizations they made in the ray tracing pipeline, overcoming performance limitations and unlocking it for games like Sports College Football 25, and Skate.
Read full presentation::
https://advances.realtimerendering.com/s2024/content/EA-GIBS2/Apers_Advances-s2024_Shipping-Dynamic-GI.pdf
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
15 Oct 2026
Megalights - Stocastic Direct Lighting in Unreal Engine 5
Today, we will talk about the presentation given by Thiago Costa, Principal Rendering Programmer at Epic Games, and Krzysztof Narkowicz, Engineering Fellow in Graphics, during the Advances in Real-Time Rendering course at SIGGRAPH 2025. In it, they delve into the implementation of Megalights, an Unreal Engine 5 proposal for managing stochastic direct lighting. This technology allows artists to increase the budget for dynamic, shadowed area lights in scenes by using stochastic sampling alongside previous frame histories to identify which lights are actually visible, combining ray-tracing with simplified proxy meshes to implement a solution that scales to volumetric effects and translucency.
Watch full presentation:
https://www.youtube.com/watch?v=dmmN8_c8Tb0
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
7 Oct 2026
Reducing Graphics API Complexity
This time, we're going to talk about a presentation given by Sebastian Aaltonen at SIGGRAPH 2026. In it, he analyzes the growing complexity of graphics APIs and proposes a cleaner, more direct, built-from-scratch design that aligns with how hardware actually works—completely eliminating persistent objects, descriptors, and cumbersome barriers.
Watch full presentation:
https://www.youtube.com/watch?v=aQv9pUl9PBM
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
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