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. Stay turned for more updates! If you're interested in sponsoring the event, please check our sponsors page.
2025 schedule
This is a sneak-peek at our work-in-progress schedule -- there's still time to participate. The final schedule will be announced shortly!
A Decade of SEED: Lessons from 10 Years of R&D in Games
- Colin Barré-Brisebois—EA SEED
Eras in mobile graphics
- Sam Martin—ARM
ShaderToHuman (S2H) HLSL/GLSL library for debugging shaders
- Martin Mittring—EA SEED
Vaporwave: Scalable Real-Time Smoke Simulation & Rendering
- Chris Lewin—EA SEED
Blender Cycles: architecture of a unified CPU/GPU path tracer
- Sergey Sharybin—Blender
Real-Time Graphics in Blender
- Jeroen Bakker—Blender
The aircraft of Theseus - Shipping X-Plane for 30 years.
- Sidney Just—Laminar Research
The path to Real Time path tracing
- Vladislav Vulchev—Chaos Group
Water Simulation & Rendering in Enshrouded
- Andreas Mantler—Keen Games
- Simon Stempfle—Keen Games
The fog is lifting, volumetric rendering Enshrouded
- Philipp Krause—Keen Games
Lessons learned from shipping a GPU Particle System
- Lukas Feller—Keen Games
Split for Speed: Scalable Rendering with Smart Build Delivery and GPU-Aware Throttling in UE5
- Torbjorn Sodermann—GOALS
Bringing Hitman to your pocket
- Mircea Catana—IO Interactive A/S
- Peter Bay Bastian—IO Interactive A/S
Root signatures & shader ISA
- Wessel de Groot—Nixxes
Variable-Rate Compute Shaders in DOOM: The Dark Ages
- Martin Fuller—Microsoft ATG
- Philip Hammer—id Software
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
- Dominik Lazarek—id Software
- Philip Hammer—id Software
Appearance Editor in Dragon Age
- Navjot Garg—BioWare
Raytracing Voxels in Teardown and Beyond
- Gabe Rundlett—Tuxedolabs
- Dennis Gustafsson—Tuxedolabs
Temporal AA/upscaling and frame generation in Warhammer 40,000: Space Marine 2 and RoadCraft
- Kirill Alekseenko—Saber Interactive
Getting to know Slang
- Shannon Woods—NVIDIA/Khronos
A Beautiful Hell: Path Tracing in DOOM The Dark Ages
- Billy Khan—id Software
- Matt Stack—NVIDIA
- Hai Nguyen—NVIDIA
Neural Shading for Real-Time Graphics
- Andrew Allan—NVIDIA
Optimizing with PIX
- Steven Tovey—Intel
Optimizing MLPs for Qualcomm Adreno GPUs
- Aleksandra Krstic—Qualcomm
- Zifeng Li—Qualcomm
- Alex Bourd—Qualcomm
After the Tutorial: Where to Continue your Graphics Programming Journey
- Mike Shah—Yale
Seed-Based Character Generation in Unreal Engine 5
- Mario Caprino—GOALS
A Methodical Approach to Profiling & Optimizing Graphics
- Leon Brands—Behaviour Interactive
Bridging Pixels and Code: Teaching Computer Graphics to Technical Artists
- Matthieu Deleare—Howest