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

2025 sponsors