

Modern video games
employ a variety of sophisticated algorithms to produce groundbreaking 3D
rendering pushing the visual boundaries and interactive experience of rich
environments. This course brings state-of-the-art and production-proven
rendering techniques for fast, interactive rendering of complex and engaging
virtual worlds of video games.
This year the
course includes speakers from the makers of several innovative games and game engines,
such as Activision, Electronic Arts, Sony, IO Interactive, Roblox, Meta, and
more. The presenters will cover a wide range of topics, from innovations in
real-time ray tracing and path tracing techniques for multiplatform AAA games,
to demystification of development of machine-learning based algorithms for
upscaling, adaptive tessellation improvements on GPU, real-time volumetric
effects, as well as efficient approaches for rendering kit-based UGC
representations in dynamic worlds, and more.
This is the course
to attend if you are in the game development industry or want to learn the
latest and greatest techniques in the real-time rendering domain!
Location: Petree D
Advances in Real-Time Rendering in Games - Game
and Rendering Trends, a 2026 Take.
Natalya Tatarchuk (Activision)
Speeding up Path Tracing
via ORCA (Online Radiance Cache Acceleration)
Jon Greenberg (EA SEED)
Upgrading PSSR on PlayStation5 Pro
Daniel Craig (Sony Interactive
Entertainment)
Variable Rate Ray Tracing in Call
of Duty: Modern Warfare 4
Michał Olejnik (Activision Infinity
Ward)
Closing Notes for Part I
Natalya Tatarchuk (Activision)
Welcome and Introduction to Part II
Natalya Tatarchuk (Activision)
Smolder — Real-Time Volumetric
Effect Rendering in Glacier and 007 First Light
Alexander Mueller (IO Interactive)
SLIM: Scaling User-Generated 3D Worlds
on Roblox
Sergey Makeev (Roblox)
Adaptive Tessellation and
Subdivision
John Hable (Meta)
Closing Notes for Advances in Real-Time Rendering
in Games
Natalya Tatarchuk (Activision)
Working
knowledge of modern real-time graphics APIs like DirectX or Vulkan or Metal and
a solid basis in commonly used graphics algorithms. Familiarity with the
concepts of programmable shading and shading languages. Familiarity with shipping
gaming consoles hardware and software capabilities is a plus but not required.
Technical
practitioners and developers of graphics engines for visualization, games, or
effects rendering who are interested in interactive rendering.

Natalya
Tatarchuk is a
graphics engineer and rendering enthusiast at heart, currently serving as Chief
Technology Officer at Activision Publishing. In this role, she leads the technology
strategy and execution across major Activision franchises - including Call
of Duty - driving innovation at the intersection of cutting-edge tech and
game development at scale.
Previously,
Natalya was Distinguished Technical Fellow and Chief Architect, VP of
Wētā Tools at Unity, where she advanced state-of-the-art rendering,
graphics performance, and character creation tools for film and games. Before
that, as VP of Graphics for the Unity Editor and Engine, she led Unity’s graphics
initiatives across the real-time rendering stack.
Natalya’s
roots in AAA game development include nearly a decade at Bungie, where she
contributed to the groundbreaking visuals and engine architecture for Destiny
and the Halo franchise—including Halo 3: ODST and Halo: Reach.
She led the graphics group and contributed to engine development, the visual
innovation and cross-platform rendering of Destiny franchise.
Earlier
in her career, she worked at AMD’s Graphics Products Group, where she pushed the
boundaries of parallel computing and explored advanced real-time graphics
techniques, graphics hardware design, and next-generation API development.
One
of Natalya’s passions is fostering knowledge-sharing in the real-time graphics
community, as she strongly believes that advancing the state of the art is
always more powerful when done together. For over two decades, she has
organized and curated some of the industry's most influential technical forums,
including the Advances in Real-Time
Rendering, Open Problems in Real-Time
Rendering, and
Rendering Engine Architecture courses. Most recently, she has co-organized Rendering Engine Architecture
conferences with
a few gaming industry colleagues.
SPEEDING UP PATH TRACING VIA ORCA (ONLINE RADIANCE CACHE ACCELERATION)

Abstract:
Path tracing is unfortunately quite slow on modern hardware and quite
challenging to implement in real time game rendering, as a result. We present a straightforward approach to
dramatically speed up path tracing via a custom radiance cache designed
specifically for real-time rendering use.
This technique, ORCA, does not depend on temporal history. All data structures are instantaneous and
don't need to survive the frame, making it ideal for fully dynamic scenes. We'll discuss both how it's implemented and
how one can hook it into an existing real-time path tracer with minimal
changes.
Speaker Bio:

Jon
Greenberg has
been working in the game industry for over 26 years, spanning 4 generations of
console gaming hardware. He cut his
teeth at Midway Games Chicago, then continued on to
NetherRealm, working on the high-performance demands of fighting games. Running the rendering team on the Mortal
Kombat franchise led him to spending... perhaps too much time thinking
about evolving violent gore tech in games, an entirely different way of
interpreting the term "cutting edge graphics". Following work on "Injustice 2"
and "Mortal Kombat 11" he left NetherRealm to join the SEED
team at Electronic Arts where he's busy researching new rendering techniques.
UPGRADING PSSR ON
PLAYSTATION5 PRO

Abstract:
Machine-learning-based upscaling has become a core technology in real-time rendering,
yet how these systems work is often opaque. This talk covers PlayStation
Spectral Super Resolution, or PSSR, and specifically the recent redesign of
Upgraded PSSR on PlayStation 5 Pro. The launch version of PSSR framed almost
the entire reconstruction pipeline as a single Color-Predicting Network. This
gave the model a wide surface area for optimization, but it also implicitly
asked the model to solve a number of disparate
problems that already had efficient closed-form solutions. The talk will show
how that generality became a cost, and how the upgrade walked much of it back:
restoring explicit closed-form solutions where possible and focusing the model
on the pattern recognition it is best suited for. The result improved visual
quality and temporal stability while reducing runtime, memory, and training
cost by giving the model less to do, not more.
Speaker Bio:

Daniel Craig is a Principal Software Engineer at SIE, where he
focuses on real-time rendering. Most recently, he was the lead researcher for
Sony’s Upgraded PSSR ML upscaling library. He began his career at Adaptec,
working on SCSI RAID controllers, before moving into the games industry about
22 years ago. His background in systems engineering shifted toward rendering
around the launch of the PS3, and he has worked in rendering ever since.
Outside of work, Daniel is an avid mountain climber — a passion that grew from the
realization that climbing is, at its core, practical real-time optimization.
VARIABLE RATE RAY
TRACING IN CALL OF DUTY: MODERN WARFARE 4

Abstract:
Real-time ray tracing in a fast-paced multiplayer shooter presents a unique
challenge: image quality must remain stable under rapid camera motion and
dynamic object movement - while frame time budgets remain unforgiving. In Call
of Duty: Modern Warfare 4, traditional fixed-rate ray tracing with screen-space
denoising proved insufficient: disocclusion artifacts and temporal lag are far
too distracting during competitive play.
We present a
production-proven Variable Rate Ray Tracing (VRRT) system designed to deliver
consistent quality without sacrificing deterministic performance.
Our approach
dynamically allocates ray budgets per pixel, supporting both sub-1
sample-per-pixel tracing (spatial undersampling with temporal reconstruction)
and selective supersampling (>1 spp) where stability
is critical. We leverage a temporal gradient pre-pass and explicit disocclusion
detection to proactively identify unstable pixels and selectively increase
sampling before artifacts appear. On top of that, we deploy a fully GPU-driven
frame-level scheduler that redistributes rays spatially while maintaining a
constant total ray count per frame. This guarantees stable GPU cost and
eliminates performance spikes, even under heavy camera motion or large dynamic
events.
Speaker Bio:

Michał Olejnik is a Senior Expert Rendering Engineer at Infinity
Ward Poland, where he leads a team focused on real-time ray tracing and path
tracing. He began his graphics career at Plastic, a demoscene-born
independent studio, working on the PlayStation 4 exclusive experimental title
Bound. In 2017, he joined the newly established Infinity Ward Poland,
eventually focusing on ray tracing research and development. Since then, he has
led the development of multiple ray tracing systems across the Call of Duty
franchise, including Modern Warfare (2019) and Black Ops 7 (2025),
as well as a prototype real-time path tracer in Modern Warfare III (2023).
His current work focuses on advancing next-generation real-time ray tracing
techniques.
SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007
FIRST LIGHT

Abstract:
In recent years, volumetric rendering techniques have become more popular for
real-time rendering in video games. However, they are usually limited to specific
use cases like clouds or volumetric fog, or they require a lot of custom setup
work to achieve a believable result. With 007 First Light, we introduced
Smolder, a fully integrated, scalable, real-time volumetric effect
rendering framework, into our Glacier engine. Smolder enables us to use
volumetric effects as if they were any other type of VFX. It is fully
integrated with all lighting systems in Glacier, as well as with the various layers
in the scene — opaque, transparent, and volumetric fog. This enables our
artists to work freely with Smolder when building the environments, cinematics,
and in-game moments, and it enables us to add player-controlled volumetric
effects to Bond’s various gadgets. This presentation provides an in-depth look
at how Smolder works, as well as the path we took to get there. It evaluates
the benefits and drawbacks of the various parts of the Smolder algorithm and concludes
with a look at where Smolder can go from here.
Speaker Bio:

Alexander
Mueller is a
Senior Rendering Engineer at IO Interactive, working on the custom Glacier
engine. He specializes in lighting and performance work, with a focus on
volumetrics and global illumination. Before joining IOI, he worked as a render
programmer at Ubisoft Mainz.
SLIM: SCALING
USER-GENERATED 3D WORLDS ON ROBLOX

Abstract:
Roblox games are built from arbitrary user-generated content, kitbashed by millions
of creators without traditional art-direction constraints, fixed content
budgets, manually authored LODs, or predictable runtime behavior. These games
must run across a broad range of devices with vastly different compute, memory,
graphics, and network capabilities.
In this talk, we present SLIM - a cloud-based
system that automatically generates lightweight, device-adaptive runtime
representations of Roblox worlds while preserving authored appearance, behavior,
and semantics. We cover the motivation, architecture, integration, and
production challenges of building and deploying SLIM at scale across petabytes
of existing user-generated content. We discuss the tradeoffs in representation
generation, client selection, fidelity preservation, and fallback to original
content when full runtime semantics are required. We close with future
directions for device-adaptive representations and server-assisted rendering.
Speaker Bio:

Sergey
Makeev is a
veteran graphics engineer and technical leader, currently serving as a Senior
Technical Director at Roblox. With over twenty years of experience in AAA game
development and massive-scale platforms, he specializes in architecting
high-performance rendering stacks and core engine technologies. At Roblox,
Sergey architected SLIM, a platform that automatically optimizes the
performance and visual fidelity of Roblox worlds across millions of devices. He
also pioneered Roblox's Layered Clothing system, allowing multi-layered
garments to automatically conform to any avatar body type. Additionally, he
headed the "Future Is Bright" initiative, modernizing the Roblox
rendering engine and moving it to physically-based
rendering and advanced lighting.
Earlier
in his career, Sergey served as a Technical Director, building several
multiplatform engines from scratch and providing technical leadership for major
titles like Skyforge, Warface,
and Armored Warfare. He is an active contributor to the real-time
graphics community and has published his technical work in both GPU Pro 5 and
GPU Zen 2.
ADAPTIVE TESSELLATION AND SUBDIVISION

Abstract:
This talk addresses the problem of tessellation and subdivision using compute
shaders. We start with the tessellation pattern itself, introducing clamped
parallelogram tessellation and discussing tradeoffs with existing tessellation
patterns. We then scale this up into a full compute-based pipeline to tessellate
meshes with screen-adaptive tessellation while welding seams. And finally, we
extend this framework to Catmull-Clark subdivision with semi-sharp creases.
Speaker Bio:

John
Hable is a
rendering engineer at Meta. He has 21 years of experience working for
Electronic Arts, Naughty Dog, Unity, and Epic. Recently, he has focused on
visibility buffer rendering and scalable geometry.
Direct
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