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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_
By Jacobo RíosToday 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_