Diede Apers retweeted
I’ll be presenting “Speeding Up Path Tracing using ORCA (Online Radiance Cache Acceleration)” at Siggraph’s Advances in Real-Time Rendering in Games course on Tuesday morning. Hope people find it interesting and helpful!
Diede Apers retweeted
I'm making a cozy and relaxing town builder called 🌳🏡Island Architect 🏡🌳!
- Coastal European vibe
- Sculpt terrain, including caves & sea arches
- Build wonky, curved buildings
Wishlist now on Steam!
Diede Apers retweeted
Alan Wolfe, William Donnelly, and Henrik Halén,
Importance-Sampled Filter-Adapted Spatio-Temporal Sampling
jcgt.org/published/0014/01/0…
Diede Apers retweeted
Our Dragon Age: The Veilguard coverage begins with the PC tech review. This is by some measure the best triple-A PC multi-platform release we've seen in a long, long time. @Dachsjaeger has good news for you here: youtu.be/OjawnIC81nE
Diede Apers retweeted
Tiny Glade is a gorgeous ray tracing infused PC game made by a two person team: @h3r2tic and @anastasiaopara. Why does it look so good? What makes it tick? How does it run? All that and more in my video review!
youtu.be/cvswAg5Lrtw?si=E2p7…
Diede Apers retweeted
Woooooooo, our tiny game about real-time GI & procgen and shipping Rust & Vulkan is finally out! 🎉🖖🦀
Tiny Glade is out NOW on Steam (Win & Linux) 💗🎉
Thank you so much for following the development and being so supportive of our little diorama builder.
We hope you have fun, and I can’t wait to see what you make 🤩 If you post your glades, add #TinyGlade so I can find 'em :D
Diede Apers retweeted
Replying to @DiedeApers
@DiedeApers 's presentation on the lessons and improvements to the @EA GIBS system for shipping dynamic global illumination in @FrostbiteEngine from @siggraph 2024 #rtradvances is posted:
advances.realtimerendering.c…
Enjoy!!
Diede Apers retweeted
#rtradvances from @siggraph 2024: talk by Simon Taylor from @EA @FrostbiteEngine on "Flexible and Extensible Shader Authoring in Frostbite with Serac" slides are shared:
advances.realtimerendering.c…
Enjoy!
Diede Apers retweeted
Replying to @DiedeApers
@DiedeApers from @FrostbiteEngine is sharing production-proven real-time global illumination technique GIBS at #rtradvances @siggraph 2024
Diede Apers retweeted
Fantastic collaboration between the Seed, Frostbite and our College Football engineering, art and tech art teams!
@GraphicsRunner @staerlor @DiedeApers
Global Illumination Based on Surfels (GIBS) is now powering games like @EASPORTS College Football 25! Learn how this real-time global illumination tech helped developers and artists realize their vision for the return of a beloved franchise. #CFB25
ea.com/technology/news/gibs-…
Diede Apers retweeted
New locations, new companions, new choices - the next Dragon Age is well worth the wait ⚔️
Watch more than 15 minutes of gameplay from the opening moments of Dragon Age: The Veilguard here: youtu.be/CTNwHShylIg
Diede Apers retweeted
Tiny Glade DEMO is OUT on Steam🏰🐑✨🎉
We'll be spying on all of your creations 👀🤩 Feel free to tag us or mention #TinyGlade. We'd love to see what you make!
We hope you have a good time 🙌
PS: sound on to enjoy @OdaTilset's new summer track🎶
Diede Apers retweeted
Only 1 day until our demo is out 🙌🐑
Aaaaaaand we also have a time now! ⏰
Demo goes live at 7pm CEST / 1pm ET / 10am PDT as a part of Cozy & Family Friendly Games Celebration (@cozycelebration) on Steam🤗
See you then 💚
Diede Apers retweeted
If you want to learn how to implement a simple shader printf in HLSL 2021 and D3D12, then I've got a new blog post for you: therealmjp.github.io/posts/h…
Diede Apers retweeted
When @_Laurent and I started learning about diffusion models, we were puzzled by the amount of jargon and concepts.
So, we derived a model from scratch with our own graphics-people intuitions. Simple derivation, simple implementation, SOTA quality.
ggx-research.github.io/publi…
Diede Apers retweeted
Found time to work on #rtNFS (my ray traced need for speed hobby project). Got camera and instance transform extraction working. And buffer/texture binding. sm6.6 bindless is so much better than local signatures.
Diede Apers retweeted
The #NVIDIA ADA GPU Architecture Whitepaper is available: New RT cores with Opacity Micromaps + Displaced Micro-Meshes, 2x Ray-Triangle intersect throughput, Shader Execution Reordering, 96MB L2 cache, 2x Optical Flow accel. perf, improved Tensor Cores...
images.nvidia.com/aem-dam/So…
Specular light leaks can get you fragged.
The best thing about destructible environments is that walls are optional
#indiegame #indiegames #gamedev
Diede Apers retweeted
We misunderstood people with #dyslexia.
They're not disordered.
They are specialised to #explore the unknown
cam.ac.uk/research/news/deve…




























