Rendering Engineer @ Infinity Ward Poland Ray Tracing @ Activision

Krakow, Poland
Joined February 2011
Happy to announce that I’ll be presenting my work on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 as part of Advances in Real-Time Rendering at SIGGRAPH 2026. Ever since ray-tracing hardware debuted, I’ve been obsessed with trying to fix common screen-space denoising artifacts to make ray tracing viable for competitive multiplayer gameplay. VRRT is my solution: through smart on-screen ray reallocation and load balancing, we achieve a fixed frame time with no disocclusion or lag-on-movement issues. See the course page for the full abstract. advances.realtimerendering.c…
6
92
4
657
27,717
Michał Olejnik retweeted
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…
35
1
155
8,297
Michał Olejnik retweeted
After this year's ZTGK (ztgk.pl/) I started a little blog documenting the rendering of our game, Guiding Light. If you want to check it out, the link is here: umbc1ok.github.io/
1
1
6
735
Michał Olejnik retweeted
"Raytraced shadows in Call of Duty: MW" Digital Dragons 2020 presentation recording is now available: youtu.be/VXp-HEAw-l4, slides: research.activision.com/publ…, great advice for raytracing high quality shadows for local lights. #graphicslinkoftheday
1
53
1
171
Our slides for "Raytraced Shadows in Call of Duty: Modern Warfare" are up! @PawPawDH research.activision.com/publ…
9
126
6
441
I think @olej3d, who put so much work and thought into #BoundPS4's photo mode, will be very happy seeing how extensively it's described in this review. Thank you @TheFourthFocus for your kind words! thefourthfocus.com/post/boun… #VGPUnite #VirtualPhotography @SonySantaMonica
1
6
16
Michał Olejnik retweeted
Announcing Infinity Ward Poland! community.callofduty.com/t5/…
53
89
10
616
Here's a cute neural network effect I'm creating. See code at github.com/mare85/code/tree/…
4
5
Michał Olejnik retweeted
Rendering and Post-Processing Pipeline of Bound, Digital Dragons 2016 presentation video recording: youtube.com/watch?v=lFE2zsds…
1
29
85
Michał Olejnik retweeted
Hall C @olejplastic @Digital_Dragons post processing in #BoundPS4 . It's fully packed :)
5
9
Michał Olejnik retweeted
Next Tuesday on @Digital_Dragons conf. I'll be giving a talk about physically based effects in #BoundPS4.
22
48
Come see me @Digital_Dragons discussing Rendering and Post-Processing in #BoundPS4 Monday 10AM Hall C
2
21
46
Sometimes in order to move forward you have to #takeastep back, this is #Bound from Plastic bit.ly/1XJTUyU xitter.cf/SonySantaMonica/status…
23
75
111
Michał Olejnik retweeted
Introducing Bound on PS4, a unique experiment in storytelling from the team behind Datura: bit.ly/1Nscpqe
8
152
479