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—10:00

Room

Primary

Eras in mobile graphics

Eras in mobile graphics

Speakers

  • Sam Martin—ARM
    Fellow

Time

09:15—10:00

Room

Primary

ShaderToHuman (S2H) HLSL/GLSL library for debugging shaders

ShaderToHuman (S2H) HLSL/GLSL library for debugging shaders

Speakers

  • Martin Mittring—EA SEED

Time

16:30—17:00

Room

Secondary

Vaporwave: Scalable Real-Time Smoke Simulation & Rendering

Vaporwave: Scalable Real-Time Smoke Simulation & Rendering

Speakers

  • Chris Lewin—EA SEED
    Senior Physics Engineer

Time

16:00—17:00

Room

Primary

Blender 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—14:30

Room

Primary

Real-Time Graphics in Blender

Real-Time Graphics in Blender

Speakers

  • Jeroen Bakker—Blender
    Software Engineer

Time

14:30—15:30

Room

Primary

The 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—11:30

Room

Primary

The 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—18:00

Room

Primary

Water 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—12:30

Room

Primary

The fog is lifting, volumetric rendering Enshrouded

The fog is lifting, volumetric rendering Enshrouded

Speakers

  • Philipp Krause—Keen Games
    Senior Graphics Programmer

Time

13:30—14:30

Room

Primary

Lessons 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—14:30

Room

Secondary

Split 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—14:30

Room

Primary

Bringing 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—12:00

Room

Primary

Root signatures & shader ISA

Root signatures & shader ISA

Speakers

  • Wessel de Groot—Nixxes
    Principal Optimization Engineer

Time

16:30—17:00

Room

Secondary

Variable-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—17:00

Room

Primary

Visibility 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—12:30

Room

Primary

Appearance Editor in Dragon Age

Appearance Editor in Dragon Age

Speakers

  • Navjot Garg—BioWare

Time

16:00—16:30

Room

Primary

Raytracing 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—15:30

Room

Primary

Temporal 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—17:00

Room

Primary

Getting to know Slang

Getting to know Slang

Speakers

  • Shannon Woods—NVIDIA/Khronos
    Director

Time

16:00—16:30

Room

Secondary

A Beautiful Hell: Path Tracing in DOOM The Dark Ages

Speakers

  • Billy Khan—id Software
    Director of Engine Technology
  • Matt Stack—NVIDIA

Time

09:00—10:00

Room

Primary

Neural Shading for Real-Time Graphics

Neural Shading for Real-Time Graphics

Speakers

  • Andrew Allan—NVIDIA

Time

14:30—15:30

Room

Primary

Profiling with PIX

Profiling with PIX

Speakers

  • Steven Tovey—Intel
    Senior Principal Engineer

Time

10:30—11:30

Room

Primary

Ray Tracing on Qualcomm® Adreno™ GPUs

Ray Tracing on Qualcomm® Adreno™ GPUs

Speakers

  • Aleksandra Krstic—Qualcomm
    GPU Research Team, Director of Engineering

Time

12:00—12:30

Room

Primary

After 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—14:30

Room

Secondary

Seed-Based Character Generation in Unreal Engine 5

Seed-Based Character Generation in Unreal Engine 5

Speakers

  • Mario Caprino—GOALS

Time

10:30—11:30

Room

Secondary

A Methodical Approach to Profiling & Optimizing Graphics

A Methodical Approach to Profiling & Optimizing Graphics

Speakers

  • Leon Brands—Behaviour Interactive

Time

10:30—11:00

Room

Primary

Bridging 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—16:30

Room

Secondary

Sending 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—18:00

Room

Primary

Battlefield 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—18:00

Room

Primary

How 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

Time

10:30—11:00

Room

Secondary

2025 sponsors