Listen "Rendering Tiny-Glades with Entirely Too Much Ray Marching"
Episode Synopsis
Today we will talk about this presentation given by Tomasz Stachowiak, half of the indie studio Pounce Light, during the Graphics Programming Conference 2025, where he explores the different techniques they used in the engine for their game Tiny Glade, to manage running it on hardware up to 10 years old, from solving problems like shadow acne, global illumination, and depth-of-field using an excessive amount of ray-marching, GPU-driven rendering, and a little bit of ray-tracing.Watch full presentation here:https://www.youtube.com/watch?v=jusWW2pPnA0Original Copyright Free Music written, performed, and produced by TrackTribehttps://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
More episodes of the podcast Coffee, Code & Shaders: Real-Time Rendering Conversations
A deep dive into Ghost of Yotei's tech
11/12/2025
Volumetric Rendering for Dreams
02/12/2025
Guild Wars 2 Shadow Technology Improvements
20/11/2025
Billions of Triangles in minutes
13/11/2025
Volumetric Multi-View Rendering
06/11/2025
ZARZA We are Zarza, the prestigious firm behind major projects in information technology.