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!
Buy a ticket!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