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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…
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…
Michał Olejnik retweeted
Game is available at:
oelj.itch.io/guiding-light
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/
Michał Olejnik retweeted
After a year of hard work I’m super happy to announce that we are now officially a part of @EpicGames epicgames.com/site/en-US/new…
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
Our slides for "Raytraced Shadows in Call of Duty: Modern Warfare" are up! @PawPawDH research.activision.com/publ…
Michał Olejnik retweeted
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
Michał Olejnik retweeted
Excited to join the Activision Family! community.callofduty.com/t5/…
Michał Olejnik retweeted
Announcing Infinity Ward Poland!
community.callofduty.com/t5/…
Michał Olejnik retweeted
Here's a cute neural network effect I'm creating. See code at
github.com/mare85/code/tree/…
Michał Olejnik retweeted
Rendering and Post-Processing Pipeline of Bound, Digital Dragons 2016 presentation video recording: youtube.com/watch?v=lFE2zsds…
Michał Olejnik retweeted
Hall C @olejplastic @Digital_Dragons post processing in #BoundPS4 . It's fully packed :)
Michał Olejnik retweeted
Next Tuesday on @Digital_Dragons conf. I'll be giving a talk about physically based effects in #BoundPS4.
Come see me @Digital_Dragons discussing Rendering and Post-Processing in #BoundPS4 Monday 10AM Hall C
Michał Olejnik retweeted
Sometimes in order to move forward you have to #takeastep back, this is #Bound from Plastic bit.ly/1XJTUyU xitter.cf/SonySantaMonica/status…
Michał Olejnik retweeted
Introducing Bound on PS4, a unique experiment in storytelling from the team behind Datura: bit.ly/1Nscpqe


















