Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. seblagarde.wordpress.com

Joined June 2011
110 Photos and videos
The call for author for GPU Zn 5 is open! Submit your proposal for GPU Zen 5, the next volume in the acclaimed GPU ZEN series 📅 Deadline: July 5, 2026 📩Submit to: gpuzen@theforge.dev 🔗 gpuzen.blogspot.com #GraphicsProgramming #Rendering #GameDev #Authors #GPU
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New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-slu…
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Real-time Rendering with a Neural Irradiance Volume arnocoomans.be/eg2026/

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Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
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Replying to @colour_science
RGB Colour Spaces: ACES family, ARRI, RED, Leica, Fujifilm, Sony, Canon, Panasonic, Fujifilm, Nikon, DJI, GoPro, sRGB, Rec.709, Rec.2020, Display P3, DCI-P3, Adobe RGB, ProPhoto... 100 spaces total. 2/15
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Found and solved a years-old bug in Unity's HDRP IBL system. Turns out using the same sequence for every pixel a local basis with a singularity leads to visible seams on rough metallic surfaces (who would have thought?). auzaiffe.wordpress.com/2026/…
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After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!
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My third and final blog post on spectral rendering is out. This one compares results of RGB and spectral rendering under different illuminants and draws conclusions. momentsingraphics.de/Spectra…
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Do you want to improve the performance of your il2cpp Unity projects, without changing your code or your assets? My il2cpp build processor cpp2better is now officially available (on request). Reach out to me, details here: blog.s-schoener.com/2025-11-…
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I am pleased to share a small but valuable Unity feature I have been working on recently. It enables customization of certain visuals for each renderer at no additional CPU performance cost. discussions.unity.com/t/rend…
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All SIGGRAPH 2025 Advances slides are now online, including "Stochastic Tile-Based Lighting in HypeHype"! advances.realtimerendering.c…

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I will be presenting "Stochastic Tile-Based Lighting in HypeHype" at SIGGRAPH 2025 Advances course on Aug 12th, see you there! Here's the full program with many cool talks: advances.realtimerendering.c…

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Siggraph 2025 Advance real time rendering course program published advances.realtimerendering.c…

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Have a few last-minute things to wrap up, looking forward to dropping this tomorrow morning :) #unrealengine #ue5 #gamedev @unrealengine
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4 Jul 2025
Our REAC 25 talk about Dragon Age: The Veilguard is out! We discussed global illumination, reflections and the awesome character creator tool, housed by the Frostbite engine. youtu.be/BHflToAhEs8?si=3WAh…

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