Łukasz Mikoda
@jirzynekGraphics Programmer @ Codemasters / Electronic Arts.
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#REAC2023 - the slides from Wouter van Oortmerssen's "Scripting Language? Engine Language? Why Not Both?" posted - …inearchitecture.realtimerendering.com/downloads/reac… - Enjoy!
(Somewhat more) Physically based rendering kyndinfo.notion.site/Somewhat-more-…
The best open source denoiser just got better. @Intel just released Open Image Denoise 2.0🎉 with GPU acceleration! - AMD, Nvidia and Intel GPUs suppoted. - First major release in 14months @IntelGraphics openimagedenoise.org
Pretty cool stuff and +1 for the name :) Neuralangelo: High-Fidelity Neural Surface Reconstruction research.nvidia.com/publication/20… research.nvidia.com/labs/dir/neura…
This looks interesting: Rendering Engine Architecture Conference …inearchitecture.realtimerendering.com and there is still time to register.
A bit of blast from the past, I came across an internal presentation I made 10 years ago, while at Blitz Games Studios, in an effort to educate about (and convince people to adopt) PBR. Not much educational value now but interesting for historical reasons: drive.google.com/file/d/14wUzRG…
Realtime Sphere Lights from @unity3d - Technical paper accepted for #SIGGRAPH2017 more details here: labs.unity.com/article/spheri… #unity3d
My GDC talk on "Hashed Alpha Testing" is online: cwyman.org/presentations/… Technical paper from I3D 2017 here: cwyman.org/papers/i3d17_h…
"4K Checkerboard in Battlefield 1 & Mass Effect: Andromeda", talk by @gwihlidal in Frostbite Labs at #gdc17. frostbite.com/2017/03/4k-che…
Joel Yliluoma's arbitrary-palette positional dithering algorithm bisqwit.iki.fi/story/howto/di…
A fairly simply yet solid explanation of path tracing: blog.hvidtfeldts.net/index.php/2015…
Time for some late night coding :) https://t.co/NNFADmFhwn
So just add some crosses and it breaks my brain. Great job brain. i.imgur.com/OiM3Jop.gifv https://t.co/iv24SsZyyh
The latest from my voxel-based GI. Reflections! #gamedev #indiedev #madewithunity https://t.co/tHOhhI5nc2
"Shaders? Where we're going we don't need shaders." Or, the story of (some of) my GCN hacking through OpenGL: onedrive.live.com/redir?page=vie…
Slides and course notes for the #SIGGRAPH2015 Physically Based Shading course are starting to appear: blog.selfshadow.com/publications/s…
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Who to follow
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Tobias A. Franke (@[email protected])
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Kyle Hayward
@GraphicsRunner -
Francesco Cifariello Ciardi
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Peter Sikachev
@PeterSikachev -
Jarkko Lempiäinen
@JarkkoPFC -
Sylvain Meunier
@meuns -
Brad Roepstorff
@broepstorff -
Tim Korecky
@trkorecky -
Nicolas Lopez
@Nicolas_Lopez_ -
Grégory Jaegy
@gjaegy -
Jeremy Shopf
@rgbaxyzw -
Maurizio Cerrato
@speedwago -
Randall R. (@[email protected])
@raegnar -
Diede Apers
@DiedeApers -
Nikos Papadopoulos
@4rknova
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