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Nobody is gonna stop us now: We're going to ride this wave like there's no tomorrow, together with Alexandre Sabourin from "Snowed in Studios" in his talk: "Harnessing Wave Intrinsics For Good (And Evil)". Wave intrinsics are an interesting programming model just between insanity and genius, and allow you to squeeze out the last drops of the hardware. Make sure to join us in this talk to learn how to make good use of them and benefit from real-world optimization experience!

# orderedItems[].object.contentMap.en
Nobody is gonna stop us now: We're going to ride this wave like there's no tomorrow, together with Alexandre Sabourin from "Snowed in Studios" in his talk: "Harnessing Wave Intrinsics For Good (And Evil)". Wave intrinsics are an interesting programming model just between insanity and genius, and allow you to squeeze out the last drops of the hardware. Make sure to join us in this talk to learn how to make good use of them and benefit from real-world optimization experience!

# orderedItems[].object.content
Super happy to announce another talk you don't want to miss at GPC 2024: @sylefeb will be talking about his exciting work on FPGAs and graphics in his talk "From gates to pixels: making your own graphics hardware". Go where few people have gone before and learn how to make graphics hardware yourself!

# orderedItems[].object.contentMap.en
Super happy to announce another talk you don't want to miss at GPC 2024: @sylefeb will be talking about his exciting work on FPGAs and graphics in his talk "From gates to pixels: making your own graphics hardware". Go where few people have gone before and learn how to make graphics hardware yourself!

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No new talk today? Yep! Because we still got place for yours :)

If you have an idea for a talk at GPC, please do reach out to us. We still allow for new talks this whole month - check the website for details: https://graphicsprogrammingconference. nl

# orderedItems[].object.contentMap.en
No new talk today? Yep! Because we still got place for yours :)

If you have an idea for a talk at GPC, please do reach out to us. We still allow for new talks this whole month - check the website for details: https://graphicsprogrammingconference. nl

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Ray tracing, ray-marching, and GPU driven rendering all in one game? Surely this must be one of the AAA blockbuster games with a 25-people strong rendering team? No: It's Tiny Glade, and Tomasz will cover the rendering tech behind this amazing looking game in his talk "Rendering tiny glades with entirely too much ray marching". If you want to learn how to get pretty pixels on your screen, fast, this is just the talk for you!

# orderedItems[].object.contentMap.en
Ray tracing, ray-marching, and GPU driven rendering all in one game? Surely this must be one of the AAA blockbuster games with a 25-people strong rendering team? No: It's Tiny Glade, and Tomasz will cover the rendering tech behind this amazing looking game in his talk "Rendering tiny glades with entirely too much ray marching". If you want to learn how to get pretty pixels on your screen, fast, this is just the talk for you!

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Interested in shipping a game on Vulkan? Julien and Lukas from Keen Games have a story to tell -- about the good, the bad and the ugly sides of shipping a custom game engine using Vulkan. There's no experience like the one you get from actually shipping a game, so be sure to check out what the folks at Keen Games have to tell!

# orderedItems[].object.contentMap.en
Interested in shipping a game on Vulkan? Julien and Lukas from Keen Games have a story to tell -- about the good, the bad and the ugly sides of shipping a custom game engine using Vulkan. There's no experience like the one you get from actually shipping a game, so be sure to check out what the folks at Keen Games have to tell!

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Voxels? GI? SDF? We got you covered - in "Dynamic Diffuse & Specular Global Illumination" by Jakub from Keen Games. He'll be covering the real-time GI solution for dynamic worlds used in Enshrouded. This talk will provide you with valuable insights into a fully-dynamic GI solution that is also scalable across a wide variety of hardware!

# orderedItems[].object.contentMap.en
Voxels? GI? SDF? We got you covered - in "Dynamic Diffuse & Specular Global Illumination" by Jakub from Keen Games. He'll be covering the real-time GI solution for dynamic worlds used in Enshrouded. This talk will provide you with valuable insights into a fully-dynamic GI solution that is also scalable across a wide variety of hardware!

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Back to games with Enshrouded, a game recently released by Keen Games. In his talk, Lukas will talk about the volumetric fog in Enshrouded, which is a key element of the visual style of this game. Voxels, fog, volumentric rendering -- it's all in this talk!

# orderedItems[].object.contentMap.en
Back to games with Enshrouded, a game recently released by Keen Games. In his talk, Lukas will talk about the volumetric fog in Enshrouded, which is a key element of the visual style of this game. Voxels, fog, volumentric rendering -- it's all in this talk!

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And we're back to more talks: "Variable Refresh Rates on Android" by Ramnivas will help you understand variable refresh rate displays. Did you know that Android supports refresh rates ranging from 1 to 120 Hz, and how to take advantage of that? If not, this is the talk you want to see!

# orderedItems[].object.contentMap.en
And we're back to more talks: "Variable Refresh Rates on Android" by Ramnivas will help you understand variable refresh rate displays. Did you know that Android supports refresh rates ranging from 1 to 120 Hz, and how to take advantage of that? If not, this is the talk you want to see!

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Update on the GPC tickets - we've got a new tier for non-industry, non-student attendees (i.e. you're not an enrolled student, and you're not getting reimbursed) for 200€. If you're coming as part of your work, please do get an industry ticket to support the conference, but for those out there who are coming "on their own" - hope this makes it more affordable!

See https://www. graphicsprogrammingconference. nl/ for the new tickets!

# orderedItems[].object.contentMap.en
Update on the GPC tickets - we've got a new tier for non-industry, non-student attendees (i.e. you're not an enrolled student, and you're not getting reimbursed) for 200€. If you're coming as part of your work, please do get an industry ticket to support the conference, but for those out there who are coming "on their own" - hope this makes it more affordable!

See https://www. graphicsprogrammingconference. nl/ for the new tickets!

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Moving on from Indie game developers to hardware vendors -- the next talk is "Occupancy explained through the AMD RDNA™ architecture" by François. Occupancy is a key ingredient to efficient latency hiding on GPUs, and François will cover how the hardware works, as well as explain how to measure and optimize occupancy. If you like low-level technical details, this is the talk just for you!

# orderedItems[].object.contentMap.en
Moving on from Indie game developers to hardware vendors -- the next talk is "Occupancy explained through the AMD RDNA™ architecture" by François. Occupancy is a key ingredient to efficient latency hiding on GPUs, and François will cover how the hardware works, as well as explain how to measure and optimize occupancy. If you like low-level technical details, this is the talk just for you!

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Wrapping up this week: Another indie talk - this time about the rendering technology behind Hades and Hades II. Devansh will be explaining how to ship a super-polished game with excellent visuals with a small, passionate team, and with an all-custom graphics pipeline!

Check our website for more details, and if you have a talk proposal yourself, feel free to reach out!

# orderedItems[].object.contentMap.en
Wrapping up this week: Another indie talk - this time about the rendering technology behind Hades and Hades II. Devansh will be explaining how to ship a super-polished game with excellent visuals with a small, passionate team, and with an all-custom graphics pipeline!

Check our website for more details, and if you have a talk proposal yourself, feel free to reach out!

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Next up: Indie game rendering secrets from Mikkel, rendering programmer at Geometric Interactive. "The Rendering and Art Tools of 'COCOON'", which explains how to achieve a unique looking game using SDFs, spherical harmonics, and froxel fog, among other things. You don't want to miss that one!

# orderedItems[].object.contentMap.en
Next up: Indie game rendering secrets from Mikkel, rendering programmer at Geometric Interactive. "The Rendering and Art Tools of 'COCOON'", which explains how to achieve a unique looking game using SDFs, spherical harmonics, and froxel fog, among other things. You don't want to miss that one!

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More from Nixxes at GPC 2024: Menno will talk about frame generation and upscaling! These days, upscaling is an integral part of many games to allow high-fidelity graphics on a wide range of hardware, and Menno will be talking about the state of the art in frame upscaling & generation as part of his "Magic Pixels" talk!

If you have talk proposals you'd like to submit to GPC, remember that the deadline has been extended to the end of this month!

# orderedItems[].object.contentMap.en
More from Nixxes at GPC 2024: Menno will talk about frame generation and upscaling! These days, upscaling is an integral part of many games to allow high-fidelity graphics on a wide range of hardware, and Menno will be talking about the state of the art in frame upscaling & generation as part of his "Magic Pixels" talk!

If you have talk proposals you'd like to submit to GPC, remember that the deadline has been extended to the end of this month!

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Next up: "DirectX12 memory management" by Hilze from Nixxes. If you ever programmed Direct3D12, you'll be delighted to benefit from the hard-learned lessons of shipping games.

# orderedItems[].object.contentMap.en
Next up: "DirectX12 memory management" by Hilze from Nixxes. If you ever programmed Direct3D12, you'll be delighted to benefit from the hard-learned lessons of shipping games.

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First talk we'd like to highlight: Mission: Importable - Ghost of Tsushima PC Postmortem, which is also a keynote talk!

Marco and Yana from Nixxes will dive into the beautiful island of Tsushima and tell us about the challenges of getting the Sucker Punch engine to run on PC for the first time. Come join us at the Graphics Programming Conference 2024!

For more details check our website!

# orderedItems[].object.contentMap.en
First talk we'd like to highlight: Mission: Importable - Ghost of Tsushima PC Postmortem, which is also a keynote talk!

Marco and Yana from Nixxes will dive into the beautiful island of Tsushima and tell us about the challenges of getting the Sucker Punch engine to run on PC for the first time. Come join us at the Graphics Programming Conference 2024!

For more details check our website!

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Before we get started with talks, first a big shoutout to our sponsors who make this conference possible: The Breda University of Applied Sciences (short: BUas), Keen Games and Traverse research! Thanks for your help to make this conference possible - and if you're interested in sponsoring, be sure to reach out to us!

# orderedItems[].object.contentMap.en
Before we get started with talks, first a big shoutout to our sponsors who make this conference possible: The Breda University of Applied Sciences (short: BUas), Keen Games and Traverse research! Thanks for your help to make this conference possible - and if you're interested in sponsoring, be sure to reach out to us!

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We're extending the submission deadline for talks until the end of the month! We had quite a few talks coming in the last few days, which we'll be announcing over the next couple of weeks. But before we get started - if you have an idea for a talk, don't hesistate to reach out!

You can DM us here or reach out via the website - graphicsprogramminconference.nl.

For the rest of this month, we'll be covering the exciting talks that have already been confirmed!

# orderedItems[].object.contentMap.en
We're extending the submission deadline for talks until the end of the month! We had quite a few talks coming in the last few days, which we'll be announcing over the next couple of weeks. But before we get started - if you have an idea for a talk, don't hesistate to reach out!

You can DM us here or reach out via the website - graphicsprogramminconference.nl.

For the rest of this month, we'll be covering the exciting talks that have already been confirmed!

# orderedItems[].object.content
Time is running out - one more week to submit your talk proposal for the GPC 2024: https://www. graphicsprogrammingconference. nl/

Check the page for talk ideas, and if in doubt, DM us! We'd love to hear your talk about new graphics features, production stories, as well as cool stuff you're working on!

# orderedItems[].object.contentMap.en
Time is running out - one more week to submit your talk proposal for the GPC 2024: https://www. graphicsprogrammingconference. nl/

Check the page for talk ideas, and if in doubt, DM us! We'd love to hear your talk about new graphics features, production stories, as well as cool stuff you're working on!

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And we're live! This is the official Mastodon handle for the Graphics Programming Conference later this year in Europe (Breda in the Netherlands, specifically.) Sign up here for the latest news, speakers, talks, and masterclasses!

# orderedItems[].object.contentMap.de
And we're live! This is the official Mastodon handle for the Graphics Programming Conference later this year in Europe (Breda in the Netherlands, specifically.) Sign up here for the latest news, speakers, talks, and masterclasses!