Natalya Tatarchuk – ACM SIGGRAPH HISTORY ARCHIVES

Natalya Tatarchuk


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About Natalya Tatarchuk

Affiliations

Advanced Micro Devices, Inc. (AMD)
Bungie, Inc.
Activision Publishing
Microsoft

Location

Kirkland, Washington, United States of America

Bio

SIGGRAPH 2025

Natalya Tatarchuk is a graphics engineer and rendering enthusiast at heart, currently serving as Chief Technology Officer at Activision Publishing. In this role, she leads the technology strategy and execution across major Activision franchises—including Call of Duty—driving innovation at the intersection of cutting-edge tech and game development at scale. Previously, Natalya was Distinguished Technical Fellow and Chief Architect, VP of Wētā Tools at Unity, where she advanced state-of-the-art rendering, graphics performance, and character creation tools for film and games. Before that, as VP of Graphics for the Unity Editor and Engine, she led Unity’s graphics initiatives across the real-time rendering stack. Prior to Unity, she was a AAA game developer at Bungie, where she contributed to the visual innovation and cross-platform rendering of Destiny, and earlier, the Halo series—including Halo 3: ODST and Halo: Reach.Earlier in her career, she worked at AMD’s Graphics Products Group, where she pushed the boundaries of parallel computing and explored advanced real-time graphics techniques, graphics hardware design, and next-generation API development.

SIGGRAPH 2023

Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast at heart, currently focusing on driving the state-of-the-art rendering technology, graphics performance, and character content creation in her role as a Distinguished Technical Fellow and Chief Architect, VP, Wētā Tools at Unity. Prior to that, she led the graphics team at Unity, as VP of Graphics for the Unity Editor and Engine. Before that she was a AAA games developer, working on innovative cross-platform rendering engine and game graphics for Bungie’s Destiny franchise, as well the Halo series, such as “Halo: ODST” and “Halo: Reach,” and AMD Graphics Products Group where she pushed parallel computing boundaries investigating advanced real-time graphics techniques, and graphics hardware design and APIs. Natalya has been encouraging sharing in the games graphics community for several decades, largely by organizing a popular series of courses such as Advances in Real-time Rendering, Open Problems in Real-Time Rendering, and Rendering Engine Architecture at SIGGRAPH and convincing people to speak there. It seems to be working.

SIGGRAPH 2018

Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast. As the Director of Global Graphics at Unity Technologies, she is focusing on driving the state-of-the-art rendering technology and graphics performance for the Unity engine. Previously she was the Graphics Lead and an Engineering Architect at Bungie, working on innovative cross-platform rendering engine and game graphics for BungieâĂŹs Destiny franchise. Before moving into game development full-time, Natalya was a graphics software architect and a lead in the Game Computing Application Group at AMD Graphics Products Group (Office of the CTO) where she pushed parallel computing boundaries investigating advanced real-time graphics techniques. Natalya has been encouraging sharing in the games graphics community for several decades, largely by organizing a popular series of courses such as Advances in Realtime Rendering and the Open Problems in Real-Time Rendering at SIGGRAPH. She has also published papers and articles at various computer graphics conferences and technical book series, and has presented her work at graphics and game developer conferences worldwide. Natalya holds an M.S. in Computer Science from Harvard University with a focus in Computer Graphics and B.A. degrees in Mathematics and Computer Science from Boston University.


SIGGRAPH Conference Organizing Committee Positions

Committee Member

SIGGRAPH Asia 2011: Courses

Conference Contributions

Learning

Courses

Frontiers

Keynotes

Panels

Production Sessions

Talks-Sketches

Technical Papers

Courses Organized

“Advanced Real-Time Rendering in 3D Graphics and Games” by Evans, Wenzel, Oat, Sander and Mitchell
“Advanced Real-Time Rendering in 3D Graphics and Games” by Oat, Mitchell, Green, Andersson, Mittring, et al. …
“Advances in Real-Time Rendering in 3D Graphics and Games II” by Tatarchuk
“Advances in Real-Time Rendering in 3D Graphics and Games I” by Tatarchuk
“Advances in Real-Time Rendering in 3D Graphics and Games I” by Ownby, Hall, Hall, Einarsson, Martin, et al. …
“Advances in Real-Time Rendering in 3D Graphics and Games II” by Vlachos, Lauritzen, Salvi, Kihl, Hable, et al. …
“Advances in Real-Time Rendering in Games: Part 2” by White, Barré-Brisebois, Lazarov, Fillipov, Malan, et al. …
“Advances in Real-Time Rendering in Games: Part I” by Chen, Hall, Hall, Edwards, Evans, et al. …
“Advances in Real-Time Rendering in Games: Part I” by Malan, Hennessy, Yang, Bowles, Acton, et al. …
“Advances in Real-Time Rendering in Games: Part II” by Mittring, Hill, Baker, Edwards and Tatarchuk
“Advances in Real-Time Rendering in Games Part I” by Salvi, Persson, Olsson and Tatarchuk
“Advances in Real-Time Rendering in Games, Part I” by Karis, Drobot, Schulz, Mader, Jimenez, et al. …
“Advances in Real-Time Rendering in Games, Part II” by Bezrati, Valient, Brainerd, Wronski, Sikachev, et al. …
“Character Creation Pipeline and Rendering in Destiny” by Burke, Sanocki, Jones and Tatarchuk
“Advances in Real-Time Rendering, Part I” by Hillaire, Stachowiak, Schneider, Bowles, Zimmerman, et al. …
“Advances in Real-Time Rendering, Part II” by Pettineo, Wright, Haar, Aaltonen, Evans, et al. …
“Open Problems in Real-Time Rendering” by Lefohn, Salvi, Fatahalian, Andersson and Tatarchuk
“Advances in Real-Time Rendering, Part I” by Jimenez, Jiang, Gonzalez-Ochoa, Xu, El-Garawany, et al. …
“Advances in Real-Time Rendering, Part II” by Jimenez, Jiang, Gonzalez-Ochoa, Xu, El-Garawany, et al. …
“Advances in Real-Time Rendering, Part I” by Shneider, Bowles, Sloan, Iwanicki and Jimenez
“Advances in Real-Time Rendering, Part II” by Cichocki, Ishiyama, de Carpentier, Krebbers, Whitley, et al. …
“Open Problems in Real-Time Rendering” by Lefohn, Lagarde, Salvi, Barré-Brisebois and Lauritzen
“Advances in Real-Time Rendering in Games Part 1” by McAllister, Chan, Abadie and Tatarchuk
“Advances in Real-Time Rendering in Games Part 2” by Lagarde, Golubev, McGuire, Heitz and Hill
“Advances in Real-Time Rendering in Games: Part 1” by McAuley, Benyoub, Tafuri, Uralsky and Tatarchuk
“Advances in Real-Time Rendering in Games: Part 2” by Feeley, Bowles, Bauer and Tatarchuk
“Open Problems in Real-Time Rendering” by Lefohn, Pharr, Karis, Kelly, Wyman, et al. …
“Advances in Real-Time Rendering in Games, Part II” by Vance, Etienne, Hillaire, de Rousiers, Jimenez, et al. …
“Advances in Real-Time Rendering Part I” by Aaltonen, Schneider, Zirr and Tatarchuk
“Open Problems in Real-Time Rendering” by Lefohn, McGuire, Foley, Fatahalian, Aila, et al. …
“Advances in Real-Time Rendering in Games, Part I” by Iwanicki, Taylor, Cao and Tatarchuk
“Advances in Real-Time Rendering in Games, Part II” by Vance, Apers, Roughton, Benyoub, Dupuy, et al. …
“Advances in Real-Time Rendering in Games Part I” by Tatarchuk, Drobot, Leblanc, Conte and Kulikov
“Advances in Real-Time Rendering in Games Part II” by Tatarchuk, Narkowicz, Costa, Lempiäinen, Zhang, et al. …

Other Information


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