November 18th-20th, 2025
Graphics Programming Conference

A new, international conference for real-time and interactive graphics programming.
After a fantastic 2024 edition, we're returning to Breda for the 2025 edition of the Graphics Programming Conference. See below for the final schedule, and get your tickets while they last!
2025 schedule
Registration is on Tuesday from 8-9, as well as Monday evening from 18-20. There are free drinks Monday evening if you want to mingle around for a bit (first-come, first-serve!)
The primary room seats 400 people, the secondary room 100.

Eras in mobile graphics
- Sam Martin—ARM
Start time: 09:15
45 minutes
Primary room

A Methodical Approach to Profiling & Optimizing Graphics
- Leon Brands—Behaviour Interactive
Start time: 10:30
30 minutes
Primary room

How to Decimate your textures – BCn compression tricks in Horizon Forbidden West
- Hugh Malan—Guerrilla Games
Start time: 10:30
30 minutes
Secondary room

Bringing Hitman to your pocket
- Mircea Catana—IO Interactive A/S
- Peter Bay Bastian—IO Interactive A/S
Start time: 11:00
60 minutes
Primary room

Ray Tracing on Qualcomm® Adreno™ GPUs
- Aleksandra Krstic—Qualcomm
Start time: 12:00
30 minutes
Primary room

Split for Speed: Scalable Rendering with Smart Build Delivery and GPU-Aware Throttling in UE5
- Torbjorn Sodermann—GOALS
Start time: 13:30
60 minutes
Primary room

Raytracing Voxels in Teardown and Beyond
- Gabe Rundlett—Tuxedolabs
- Dennis Gustafsson—Tuxedolabs
Start time: 14:30
60 minutes
Primary room

Vaporwave: Scalable Real-Time Smoke Simulation & Rendering
- Chris Lewin—EA SEED
Start time: 16:00
60 minutes
Primary room

Bridging Pixels and Code: Teaching Computer Graphics to Technical Artists
- Matthieu Delaere—Howest
Start time: 16:00
30 minutes
Secondary room

ShaderToHuman (S2H) HLSL/GLSL library for debugging shaders
- Martin Mittring—EA SEED
Start time: 16:30
30 minutes
Secondary room

Sending More Dudes - A Helldivers 2 Xbox postmortem
- Hilze Vonck—Nixxes
- William Narchi—Nixxes
Start time: 17:00
60 minutes
Primary room
A Decade of SEED: Lessons from 10 Years of R&D in Games
- Colin Barré-Brisebois—EA SEED
Start time: 09:00
60 minutes
Primary room

The aircraft of Theseus - Shipping X-Plane for 30 years.
- Sidney Just—Laminar Research
Start time: 10:30
60 minutes
Primary room

Seed-Based Character Generation in Unreal Engine 5
- Mario Caprino—GOALS
Start time: 10:30
60 minutes
Secondary room

Water Simulation & Rendering in Enshrouded
- Andreas Mantler—Keen Games
- Simon Stempfle—Keen Games
Start time: 11:30
60 minutes
Primary room

Blender Cycles: architecture of a unified CPU/GPU path tracer
- Sergey Sharybin—Blender
Start time: 13:30
60 minutes
Primary room

Lessons learned from shipping a GPU Particle System
- Lukas Feller—Keen Games
Start time: 13:30
60 minutes
Secondary room

Neural Shading for Real-Time Graphics
- Andrew Allan—NVIDIA
Start time: 14:30
60 minutes
Primary room

Appearance Editor in Dragon Age
- Navjot Garg—BioWare
Start time: 16:00
30 minutes
Primary room

Getting to know Slang
- Shannon Woods—NVIDIA/Khronos
Start time: 16:00
30 minutes
Secondary room

Root signatures & shader ISA
- Wessel de Groot—Nixxes
Start time: 16:30
30 minutes
Secondary room

Temporal AA/upscaling and frame generation in Warhammer 40,000: Space Marine 2 and RoadCraft
- Kirill Alekseenko—Saber Interactive
Start time: 16:30
30 minutes
Primary room

Battlefield 6: Pushing visual fidelity while optimizing for all hardware
- Christos Loukovikas—Criterion Games
- Lyubomir Kozlovski—EA DICE
- Leigh Davies—Intel
Start time: 17:00
60 minutes
Primary room
A Beautiful Hell: Path Tracing in DOOM The Dark Ages
- Billy Khan—id Software
- Matt Stack—NVIDIA
Start time: 09:00
60 minutes
Primary room

Profiling with PIX
- Steven Tovey—Intel
Start time: 10:30
60 minutes
Primary room

Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
- Dominik Lazarek—id Software
- Philip Hammer—id Software
Start time: 11:30
60 minutes
Primary room

The fog is lifting, volumetric rendering Enshrouded
- Philipp Krause—Keen Games
Start time: 13:30
60 minutes
Primary room

After the Tutorial: Where to Continue your Graphics Programming Journey
- Mike Shah—Yale University
Start time: 13:30
60 minutes
Secondary room

Real-Time Graphics in Blender
- Jeroen Bakker—Blender
Start time: 14:30
60 minutes
Primary room

Variable-Rate Compute Shaders in DOOM: The Dark Ages
- Martin Fuller—Microsoft ATG
- Philip Hammer—id Software
Start time: 16:00
60 minutes
Primary room

The path to Real Time path tracing
- Vladislav Vulchev—Chaos Group
Start time: 17:00
60 minutes
Primary room
2025 schedule
Registration is on Tuesday from 8-9, as well as Monday evening from 18-20. There are free drinks Monday evening if you want to mingle around for a bit (first-come, first-serve!)
The primary room seats 400 people, the secondary room 100.
Welcome
Closing remarks
🍹🧉 Free drinks
09:00
09:15
09:30
09:45
10:00
10:15
10:30
10:45
11:00
11:15
11:30
11:45
12:00
12:15
12:30
12:45
13:00
13:15
13:30
13:45
14:00
14:15
14:30
14:45
15:00
15:15
15:30
15:45
16:00
16:15
16:30
16:45
17:00
17:15
17:30
17:45
18:00
18:15
18:30
18:45
19:00
19:15
19:30
19:45
Tuesday
Primary
Secondary
🥗 Lunch
☕ Break
☕ Break
Wednesday
Primary
Secondary
🥗 Lunch
☕ Break
☕ Break
Thursday
Primary
Secondary
🥗 Lunch
☕ Break
☕ Break
A Decade of SEED: Lessons from 10 Years of R&D in Games
Speakers
- Colin Barré-Brisebois—EA SEED
Time
09:00—10:00Room
PrimaryEras in mobile graphics
Eras in mobile graphics

Speakers
- Sam Martin—ARM
Fellow
Time
09:15—10:00Room
PrimaryShaderToHuman (S2H) HLSL/GLSL library for debugging shaders
ShaderToHuman (S2H) HLSL/GLSL library for debugging shaders

Speakers
- Martin Mittring—EA SEED
Time
16:30—17:00Room
SecondaryVaporwave: Scalable Real-Time Smoke Simulation & Rendering
Vaporwave: Scalable Real-Time Smoke Simulation & Rendering

Speakers
- Chris Lewin—EA SEED
Senior Physics Engineer
Time
16:00—17:00Room
PrimaryBlender Cycles: architecture of a unified CPU/GPU path tracer
Blender Cycles: architecture of a unified CPU/GPU path tracer

Speakers
- Sergey Sharybin—Blender
Head of Development
Time
13:30—14:30Room
PrimaryReal-Time Graphics in Blender
Real-Time Graphics in Blender

Speakers
- Jeroen Bakker—Blender
Software Engineer
Time
14:30—15:30Room
PrimaryThe aircraft of Theseus - Shipping X-Plane for 30 years.
The aircraft of Theseus - Shipping X-Plane for 30 years.

Speakers
- Sidney Just—Laminar Research
Vulkanologist
Time
10:30—11:30Room
PrimaryThe path to Real Time path tracing
The path to Real Time path tracing

Speakers
- Vladislav Vulchev—Chaos Group
Team Lead, Vantage/Unreal
Time
17:00—18:00Room
PrimaryWater Simulation & Rendering in Enshrouded
Water Simulation & Rendering in Enshrouded

Speakers
- Andreas Mantler—Keen Games
Senior Graphics Programmer - Simon Stempfle—Keen Games
Junior Programmer
Time
11:30—12:30Room
PrimaryThe fog is lifting, volumetric rendering Enshrouded
The fog is lifting, volumetric rendering Enshrouded

Speakers
- Philipp Krause—Keen Games
Senior Graphics Programmer
Time
13:30—14:30Room
PrimaryLessons learned from shipping a GPU Particle System
Lessons learned from shipping a GPU Particle System

Speakers
- Lukas Feller—Keen Games
Senior Graphics Programmer
Time
13:30—14:30Room
SecondarySplit for Speed: Scalable Rendering with Smart Build Delivery and GPU-Aware Throttling in UE5
Split for Speed: Scalable Rendering with Smart Build Delivery and GPU-Aware Throttling in UE5

Speakers
- Torbjorn Sodermann—GOALS
Time
13:30—14:30Room
PrimaryBringing Hitman to your pocket
Bringing Hitman to your pocket

Speakers
- Mircea Catana—IO Interactive A/S
Senior Render Programmer - Peter Bay Bastian—IO Interactive A/S
Senior Rendering Engineer
Time
11:00—12:00Room
PrimaryRoot signatures & shader ISA
Root signatures & shader ISA

Speakers
- Wessel de Groot—Nixxes
Principal Optimization Engineer
Time
16:30—17:00Room
SecondaryVariable-Rate Compute Shaders in DOOM: The Dark Ages
Variable-Rate Compute Shaders in DOOM: The Dark Ages

Speakers
- Martin Fuller—Microsoft ATG
Principal Engineer - Philip Hammer—id Software
Principal Engine Programmer
Time
16:00—17:00Room
PrimaryVisibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages

Speakers
- Dominik Lazarek—id Software
Senior Engine Programmer - Philip Hammer—id Software
Principal Engine Programmer
Time
11:30—12:30Room
PrimaryAppearance Editor in Dragon Age
Appearance Editor in Dragon Age

Speakers
- Navjot Garg—BioWare
Time
16:00—16:30Room
PrimaryRaytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond

Speakers
- Gabe Rundlett—Tuxedolabs
Lead Rendering Engineer and Engine Programmer - Dennis Gustafsson—Tuxedolabs
CTO and Engine Programmer
Time
14:30—15:30Room
PrimaryTemporal AA/upscaling and frame generation in Warhammer 40,000: Space Marine 2 and RoadCraft
Temporal AA/upscaling and frame generation in Warhammer 40,000: Space Marine 2 and RoadCraft

Speakers
- Kirill Alekseenko—Saber Interactive
Senior Engine Programmer
Time
16:30—17:00Room
PrimaryGetting to know Slang
Getting to know Slang

Speakers
- Shannon Woods—NVIDIA/Khronos
Director
Time
16:00—16:30Room
SecondaryA Beautiful Hell: Path Tracing in DOOM The Dark Ages
Speakers
- Billy Khan—id Software
Director of Engine Technology - Matt Stack—NVIDIA
Time
09:00—10:00Room
PrimaryNeural Shading for Real-Time Graphics
Neural Shading for Real-Time Graphics

Speakers
- Andrew Allan—NVIDIA
Time
14:30—15:30Room
PrimaryProfiling with PIX
Profiling with PIX

Speakers
- Steven Tovey—Intel
Senior Principal Engineer
Time
10:30—11:30Room
PrimaryRay Tracing on Qualcomm® Adreno™ GPUs
Ray Tracing on Qualcomm® Adreno™ GPUs

Speakers
- Aleksandra Krstic—Qualcomm
GPU Research Team, Director of Engineering
Time
12:00—12:30Room
PrimaryAfter the Tutorial: Where to Continue your Graphics Programming Journey
After the Tutorial: Where to Continue your Graphics Programming Journey

Speakers
- Mike Shah—Yale University
Time
13:30—14:30Room
SecondarySeed-Based Character Generation in Unreal Engine 5
Seed-Based Character Generation in Unreal Engine 5

Speakers
- Mario Caprino—GOALS
Time
10:30—11:30Room
SecondaryA Methodical Approach to Profiling & Optimizing Graphics
A Methodical Approach to Profiling & Optimizing Graphics

Speakers
- Leon Brands—Behaviour Interactive
Time
10:30—11:00Room
PrimaryBridging Pixels and Code: Teaching Computer Graphics to Technical Artists
Bridging Pixels and Code: Teaching Computer Graphics to Technical Artists

Speakers
- Matthieu Delaere—Howest
Time
16:00—16:30Room
SecondarySending More Dudes - A Helldivers 2 Xbox postmortem
Sending More Dudes - A Helldivers 2 Xbox postmortem

Speakers
- Hilze Vonck—Nixxes
Senior Graphics Programmer - William Narchi—Nixxes
Graphics Programmer
Time
17:00—18:00Room
PrimaryBattlefield 6: Pushing visual fidelity while optimizing for all hardware
Battlefield 6: Pushing visual fidelity while optimizing for all hardware

Speakers
- Christos Loukovikas—Criterion Games
Rendering Engineer - Lyubomir Kozlovski—EA DICE
Rendering Engineer - Leigh Davies—Intel
Principal Engineer
Time
17:00—18:00Room
PrimaryHow to Decimate your textures – BCn compression tricks in Horizon Forbidden West
How to Decimate your textures – BCn compression tricks in Horizon Forbidden West

Speakers
- Hugh Malan—Guerrilla Games
Principal Tech Programmer