Kostas Anagnostou
@KostasAAA
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.
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/kostas…
Dissecting the NVIDIA Blackwell Architecture with Microbenchmarks arxiv.org/pdf/2507.10789
Finally got around to adding something I've been meaning to add to the toy renderer for ages: mesh lods, courtesy of meshoptimizer github.com/zeux/meshoptim….
"Hallucinations on the future of real-time rendering", High Performance Graphics 2025 keynote: c0de517e.com/023_hpg.htm
All REAC 2025 content is LIVE! Enjoy enginearchitecture.org/2025.htm
Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing diglib.eg.org/items/ff5055b6…
All @HPG_Conf 2025 papers are now available on the EG digital library. CGF papers: diglib.eg.org/handle/10.2312… Conference papers: diglib.eg.org/handle/10.2312… It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
Remember kids, the save button used to be a real, physical object.

I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. elopezr.com/the-art-of-pac… Many thanks to @vassilis3D, @moguzhan_k and @aortizelguero for the help and encouragement
The Road to 60 fps in The Witcher 4 Unreal Engine 5 Tech Demo youtube.com/live/0X6amtHcr…
Avowed: A GPU Technical Retrospective youtube.com/live/0X6amtHcr…
Neural Visibility Cache for Real-Time Light Sampling boksajak.github.io/files/NVC_pape…
Happy to share that our paper with @_Laurent, "Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors," was accepted at HPG'25! We dive deeper into the complete subject. I'll be presenting it later this month, see you there! 🔗 ggx-research.github.io/publication/20…
Intel Arc Graphics Developer Guide for Real-Time Ray Tracing in Games intel.com/content/www/us…
So the preview driver does not work with the RTX 3080 mobile unfortunately, I guess Cooperative Vectors will have to wait for a little bit longer.
Long vectors for HLSL spec github.com/microsoft/hlsl… and post devblogs.microsoft.com/directx/hlsl-n…
Microsoft has officially launched the Coop Vectors extension for DX12, enabling the use of matrix mul engines across vendors in a convinient way. This opens the door for a range of new rendering algorithms, making them more practical for game dev. devblogs.microsoft.com/directx/cooper…
With the latest Agility SDK DirectX has added support for Shader Execution Reordering devblogs.microsoft.com/directx/ser/ and Opacity Micromaps devblogs.microsoft.com/directx/omm/
Agility SDK 1.717 has been released with support for Cooperative Vectors, Shader Execution Reordering and Opacity Micromaps devblogs.microsoft.com/directx/agilit…