Coffee, Code & Shaders: Real-Time Rendering Conversations

Strand-based hair and fur rendering in Indiana Jones


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Today we're going to talk about this presentation by Sergei Kulikov from Machine Games at SIGGRAPH 2025, where he details the hair rendering system implementation for the game Indiana Jones and the Great Circle, keeping the 60 FPS target, using asynchronous compute and LOD management to limit segment count to maximum 2 million.


Read full presentaion:

https://advances.realtimerendering.com/s2025/content/Strand%20Hair%20in%20IJGC%20-%20Final%20Slides%20(Post-Conference).pdf


Original Copyright Free Music written, performed and produced by TrackTribe:

https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

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Coffee, Code & Shaders: Real-Time Rendering ConversationsBy Jacobo Ríos