
Lead Rendering Engineer @WeArePlayground working on @Fable. DMs open for graphics questions or mentoring people who want to get in the industry. Views my own.
UK
Joined May 2009
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I will also be trying bluesky for a bit, there is a nice little graphics programmer community building up there, you can find me at bsky.app/profile/kostasanagn…
A frame analysis of Hitman World of Assassination blog.simonrodriguez.fr/artic…
"A Spatio-Temporal Acceleration Framework for Order-Independent Transparency" uses spatial transparency variance and temporal reprojection to reduce the pixel shading rate for OIT techniques tobias-franke.eu/publication…
"Fast blur with animated radius", examines various blurring techniques with an emphasis on varying blur radius and non-uniform horizontal & vertical blur. Includes WebGPU sample to showcase the techniques. aras-p.info/blog/2026/10/01/…
PIX timing capture functionality has been extracted into a separate library to offer recording of a large number of events including, among others, GPU top/end of pipe timestamps, object lifetime and memory residency/eviction in-game. devblogs.microsoft.com/direc…
Dynamically Animated Skinned Heightfield Rendering github.com/tomforsyth1000/DA…
A quick overview of atomics in C lemire.me/blog/2026/09/09/a-…
Kostas Anagnostou retweeted
NoGraphicsAPI is released (MIT license)!
It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk.
github.com/sebbbi/NoGraphics…
The Gamescom Combat Gameplay demo recording has also been released: youtube.com/watch?v=RCOIXJQF…
New Fable gameplay demo. Very proud to be part of this super-talented team! I hope you'll enjoy it: youtube.com/watch?v=bjsoifvD…
New Fable gameplay demo. Very proud to be part of this super-talented team! I hope you'll enjoy it: youtube.com/watch?v=bjsoifvD…
Great presentation, also includes a good summary of denoising, recommended read: "Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4", Advances in Real-Time Rendering, Siggraph 2026 advances.realtimerendering.c…
Speeding up Path Tracing via Online Radiance Cache Acceleration (ORCA), Advances in Real-Time Rendering in Games, Siggraph 2026 advances.realtimerendering.c…
Smolder — Real-Time Volumetric Effect Rendering in Glacier and 007 First Light, Advances in Real-Time Rendering in Games, Siggraph 2026 advances.realtimerendering.c…
Variable Rate Tracing ReSTIR GI mateuszkolodziejczyk00.githu…
Worth watching I3D 2026 Keynote: "Lessons from Digging in Game Dev and Adjacent Trenches" by Naty Hoffman youtube.com/watch?v=ISgTcDlZ…
"Advanced Vulkan Compute: The Power of Parallelism" Good introduction to compute shaders, GPU architecture and memory models, most of the discussion applies to DirectX 12 as well. docs.vulkan.org/tutorial/lat…
Streamlining Resource Binding with End-to-End Support for Vulkan Descriptor Heaps developer.nvidia.com/blog/st…
Good read, worth bearing in mind that in identifying a GPU bottleneck, dropping the graphics preset might affect CPU perf as well, even dropping the resolution might as the renderer could use it for some form of culling (eg screen area/occlusion tests). wccftech.com/how-to/cpu-or-g…
"Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" where reservoirs are stored in multiple layers to allow maintaining them during occlusion and later reusing the accumulated info upon disocclusion of a surface. graphics.cs.utah.edu/researc…
Kostas Anagnostou retweeted
The art of Forza Horizon 6 has landed on ArtStation, courtesy of our amazing artists! 😍
Check out all their incredible work here: artstation.com/search?sort_b…
#TheArtofForzaHorizon6 #ForzaHorizon6



