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 in August!
A Decade of SEED: Lessons from 10 Years of R&D in Games
- Colin Barré-Brisebois—EA SEED
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
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
2024 keynotes

Mission: Importable - Ghost of Tsushima PC Postmortem
Our first keynote from Marco Bouterse and Yana Mateeva (Nixxes Software) described the challenges porting from a console to D3D12, and how they solved them.

The road to Baldur's Gate 3
Wannes Vanderstappen from Larian Studios provided a deep dive into Baldur's Gate 3 and the tech behind it.

From gates to pixels: making your own graphics hardware
In this keynote, Sylvain Lefebvre from INRIA covered how to build your own hardware, from FPGAs to custom silicon
Last year's sponsors


