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—10:00

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