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@jwki

This is me on the other thing: x.com/jascha_wedowski Software developer with a passion for real-time graphics, simulation and systems programming. Previously Maxon, Keen Games, Deck13. Opinions my own etc

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23.10.2024
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Latest posts by @jwki

Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages YouTube video by Graphics Programming Conference

Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...

youtu.be/mvCoqCic3nE?...

05.03.2026 10:29 πŸ‘ 33 πŸ” 15 πŸ’¬ 0 πŸ“Œ 0
"Project Echo" early pre-alpha footage
"Project Echo" early pre-alpha footage YouTube video by Molecular Matters

I've been working on something new since August 2025 and have decided to finally spill the beans:
Introducing "Project Echo", a deterministic Record & Replay tool for PS5:
www.youtube.com/watch?v=K_sd...

Please read the video description and let me know your brutally honest feedback!

12.02.2026 16:50 πŸ‘ 50 πŸ” 13 πŸ’¬ 16 πŸ“Œ 6
Index - Live++ blog

I guess we are doing this again:
liveplusplus.tech/blog/

Expect a mix of low-level, C++, assembly.

26.01.2026 22:10 πŸ‘ 28 πŸ” 9 πŸ’¬ 3 πŸ“Œ 0
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/

05.01.2026 10:30 πŸ‘ 34 πŸ” 12 πŸ’¬ 0 πŸ“Œ 0
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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 πŸ‘ 467 πŸ” 191 πŸ’¬ 19 πŸ“Œ 12
Notes On Motion Blur Rendering Introduction

Blog post on motion blur rendering (which is impressively thorough) by Alex Gauggel
gaukler.github.io/2025/12/09/n...

10.12.2025 22:34 πŸ‘ 13 πŸ” 6 πŸ’¬ 0 πŸ“Œ 0

I'm also looking for new professional challenges so if you're there and your company makes cool stuff I'll probably find you and talk to you!

16.11.2025 08:47 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

Heading to Breda today for graphicsprogrammingconference.com this week, it's going to be a blast if last year is any indication.

Looking forward to meeting lots of people again and for the first time!

16.11.2025 08:47 πŸ‘ 5 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Very excited to present a few interesting bits about the rendering of #DOOM: The Dark Ages together with @domlaz.bsky.social and @martinfuller.bsky.social .
If you happen to attend #GPC2025 next month, feel free to say hello!

20.10.2025 11:29 πŸ‘ 53 πŸ” 9 πŸ’¬ 1 πŸ“Œ 0
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How does Evolve keep scenes massive and smooth?

Jan dives into our dynamic Level of Detail system, from GPU-driven selection to real-time tweaking and ray tracing tricks.
Full deep dive πŸ‘‡
www.evolvebenchmark.com/blog-posts/d...

08.10.2025 18:12 πŸ‘ 1 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
A case for learning GPU programming with a compute-first mindset – Maister's Graphics Adventures

New blog post: Outlining an alternative path to learn graphics programming.

themaister.net/blog/2025/10...

05.10.2025 12:58 πŸ‘ 32 πŸ” 10 πŸ’¬ 0 πŸ“Œ 0
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...

30.09.2025 17:40 πŸ‘ 167 πŸ” 55 πŸ’¬ 1 πŸ“Œ 4
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Ten Years of D3D12 For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...

I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years πŸ‘΄).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 πŸ‘ 152 πŸ” 53 πŸ’¬ 7 πŸ“Œ 3

Judging from the lineup and responses, this year is going to be even more amazing than last year's - can't wait!

29.08.2025 06:02 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness!

Program: enginearchitecture.org/2025.htm
Register: tinyurl.com/register4rea...

See you there!!

08.06.2025 00:37 πŸ‘ 17 πŸ” 12 πŸ’¬ 0 πŸ“Œ 1
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REAC 2025 talk details have been posted on the website! Register today - it's free! enginearchitecture.org/2025.htm

If you can share this message, we'd appreciate it. Thanks, and see you soon!

10.05.2025 23:10 πŸ‘ 33 πŸ” 22 πŸ’¬ 0 πŸ“Œ 2
Blender FBX importer via ufbx Β· Aras' website

I wrote a blog post about Blender, FBX, ufbx and similar pleasures of life: "Blender FBX importer via ufbx" aras-p.info/blog/2025/05... #blender

08.05.2025 12:41 πŸ‘ 45 πŸ” 11 πŸ’¬ 2 πŸ“Œ 0

Honestly, forget about AI tools. The trifecta of power tools for game engine development is RenderDoc, Superluminal and Live++. Hands down the most bang for your buck you can ever get and RenderDoc in particular is criminally underpriced.

23.04.2025 18:59 πŸ‘ 11 πŸ” 4 πŸ’¬ 2 πŸ“Œ 0
D3D12 Resource States Cheat Sheet - Dangling Pointers D3D12 Resource States rules are complicated, especially around state promotion and decay, but this article is helpful summary.

I wrote a blog article about D3D12 resource states.

It explains the rules around state promotion/decay and how that means a resource can be used on multiple queues at the same time (even if one queue is writing!)

danglingpointers.com/post/d3d12-r...

21.04.2025 16:28 πŸ‘ 50 πŸ” 10 πŸ’¬ 0 πŸ“Œ 0
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To Early-Z, or Not To Early-Z Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...

14.04.2025 00:52 πŸ‘ 173 πŸ” 55 πŸ’¬ 3 πŸ“Œ 0
Graphics SW Performance Engineer (AI/ ML) in Folsom, California | Advanced Micro Devices, Inc AMD | Careers Home is hiring a Graphics SW Performance Engineer (AI/ ML) in Folsom, California. Review all of the job details and apply today!

My team is hiring. Primarily looking for a SW dev with experience in:

* DX12/DXR graphics engine development.

* Tool development.

Potentially ideal for a game dev looking to make a pivot.

Location may be negotiable.

(Ignore the AI/ML label in the title)
careers.amd.com/careers-home...

11.04.2025 23:58 πŸ‘ 41 πŸ” 16 πŸ’¬ 1 πŸ“Œ 0

I have another take on β€œVibe Coding”, and it doesn’t involve gen AI:

Spend time coding on a project you enjoy, following a coding methodology and style that reflects you, experimenting on things you like, without overbearing process.

That, is vibe.

18.03.2025 02:11 πŸ‘ 27 πŸ” 6 πŸ’¬ 2 πŸ“Œ 0
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Re-wrote my acceleration structure for neighbourhood search based on some insight from @vassvik.bsky.social and got significant speedups on large fluid simulations:) Here’s ~1/2 million particles ✨

10.01.2025 13:22 πŸ‘ 33 πŸ” 3 πŸ’¬ 1 πŸ“Œ 2
Overthinking? No, underdoing! Hey! You can find me on Mastodon, Bluesky, or Twitter! It’s the end of the year (2024), and looking back not just on the last year but probably the last two, I am pretty content with how things went. ...

Overthinking? No, underdoing! blog.s-schoener.com/2024-12-29-o...

30.12.2024 08:33 πŸ‘ 9 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

RenderDoc v1.36 is now available! This version brings support for debugging DXIL shaders, as well as adding raytracing capture support to Vulkan and D3D12.

Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds

20.12.2024 17:25 πŸ‘ 89 πŸ” 16 πŸ’¬ 0 πŸ“Œ 0

I'm almost done writing my STL replacement, or at least I have enough to replace almost all std:: uses in Asset Cooker.

All that's missing is Mutex, Semaphore and some specific Atomic specializations for pointers/enums. A few evenings of work?

After that I guess I'll make the github repo public πŸ˜Άβ€πŸŒ«οΈ

25.11.2024 13:35 πŸ‘ 23 πŸ” 2 πŸ’¬ 3 πŸ“Œ 0

RESTIR is one of those moments in computer graphics where a method is too useful to ignore, but too complex to fit in a textbook paragraph - and with time, the explanation simplifies and it becomes canon. This course by Chris Wyman is a huge effort to explain and simplify

20.11.2024 15:13 πŸ‘ 57 πŸ” 9 πŸ’¬ 2 πŸ“Œ 1
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GitHub - TheRealMJP/SHforHLSL: SH for HLSL 2021 SH for HLSL 2021. Contribute to TheRealMJP/SHforHLSL development by creating an account on GitHub.

Here's something I've been working on that's (hopefully) useful for others: a single-header spherical harmonics support library for HLSL 2021

github.com/TheRealMJP/S...

04.11.2024 02:20 πŸ‘ 90 πŸ” 23 πŸ’¬ 2 πŸ“Œ 0