Naty Hoffman retweeted
The only way out is through.
They're calling it the Bugpocalypse. LLMs are being used to find long-hidden cracks in the software infrastructure, and it's happening at a furious rate. 3% of all compromises in computing history happened in the last week, claims one source? I believe it.
There are people saying public access to the frontier models ought to be locked out, or heavily guardrailed, over this. The problem with that idea can be summed up in one sentence: when lockpicks are outlawed, only outlaws will have lockpicks.
The lockpicks will be Chinese open-weight models, if nothing else. There's no way to stop those from becoming ubiquitous.
There are two futures in front of us. One in which only the bad guys have lockpicks, and security holes go undiscovered until they're exploited. Another in which everybody has lockpicks and is aggressively red-teaming their own software so it gets fixed before the holes are exploited.
The corpus of human code is huge but finite. The number of defects in it has to be finite too. We can fix those defects now; we have a million friendly robots to do it with.
The only way out is through.
Naty Hoffman retweeted
We've launched our next historical game, the long awaited second edition of An Infamous Traffic. If you love economic games or want to learn more about imperialism and trade in the 19th century, check it out!
kickstarter.com/projects/col…
Naty Hoffman retweeted
Replying to @samim
It’s also the solar spectrum peak and a atmospheric transparency zone (ozone absorbs UV and greenhouse gases absorb infrared)
Naty Hoffman retweeted
New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer!
zeux.io/2026/09/30/billions-…
Naty Hoffman retweeted
Emissive shaders. Type a temperature in K and get a blackbody colour – that's how most shaders do it, and it's wrong for practically every real material. Kirchhoff's law fixes it.
linkedin.com/pulse/thermal-l…
Naty Hoffman retweeted
Great presentation, also includes a good summary of denoising, recommended read: "Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4", Advances in Real-Time Rendering, Siggraph 2026 advances.realtimerendering.c…
Naty Hoffman retweeted
Based on my blog post from last Christmas. This new presentation also discusses brand new Vulkan extensions released since, and discusses the issues of the bloated shader framework (a topic I want to discuss more in my next blog post).
sebastianaaltonen.com/blog/n…
Naty Hoffman retweeted
Extended (2x longer) version recorded in YouTube:
xitter.cf/SebAaltonen/status/208…
Extended (2x) version of my SIGGRAPH 2026 talk:
youtube.com/watch?v=aQv9pUl9…
Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
Naty Hoffman retweeted
SIGGRAPH 2026: ARM Moving Mobile Graphics slides are public!
Includes my presentation:
Reducing graphics API complexity: A clean slate API design for modern hardware
developer.arm.com/community/…
Naty Hoffman retweeted
Smooth surfaces, fewer triangles: new AMD research on “GPU view-adaptive crack-free subdivision of Bézier surfaces”!
🔺 Triangles concentrated where curvature & screen size demand it.
⚡ Built on GPU work graphs, no manual sync needed.
Learn more ⬇️
gpuopen.com/learn/gpu-view-a…
Naty Hoffman retweeted
Speeding up Path Tracing via Online Radiance Cache Acceleration (ORCA), Advances in Real-Time Rendering in Games, Siggraph 2026 advances.realtimerendering.c…
Naty Hoffman retweeted
Smolder — Real-Time Volumetric Effect Rendering in Glacier and 007 First Light, Advances in Real-Time Rendering in Games, Siggraph 2026 advances.realtimerendering.c…
Naty Hoffman retweeted
Muhammad Anas and Alan Wolfe: A Texture Lookup Approach to Bézier Curve Evaluation on the GPU
jcgt.org/published/0015/02/0…
Naty Hoffman retweeted
Sometimes I look out over a body of water and think about pixel shaders — superimposed waveforms, fresnel effects, intra-pixel maximum finding and analytical anti-aliasing. In the age of gen-AI rendering, this is like the old mechanics working on WW2 era piston planes. A craft of a prior era.
Naty Hoffman retweeted
I am talking about modern graphics API complexity today at SIGGRAPH. What went wrong and how should we fix the issues.
Moving Mobile Graphics session starts at 14 PM in Petree D.
s2026.conference-schedule.or…
Naty Hoffman retweeted
Lovely flashback from @renderwonk! Reminded me how I got to downcode a number of Naty’s shader specs to early (discarded) PS3 GPU hardware, when we both were on the ICE team; plus the GOW3 work Naty mentioned when we worked together at Sony Santa Monica. Great memories!
Worth watching I3D 2026 Keynote: "Lessons from Digging in Game Dev and Adjacent Trenches" by Naty Hoffman youtube.com/watch?v=ISgTcDlZ…

























