
Graphics - Principal Engineer - @UnrealEngine @EpicGames - French
Stockholm, Sweden
Joined May 2011
- Tweets2K
- Following1.4K
- Followers9K
- Likes1.8K
Pinned Tweet
Since my old >10y website got shutdown last year, I was thinking about creating a new better one. I have found the time to do that this week on @github pages. Quite empty but here it is: sebh.github.io/ :)
Sébastien Hillaire retweeted
I'm excited to share our #SIGGRAPH2024 paper on unifying stochastic representations for light transport:
cs.dartmouth.edu/~wjarosz/pu…
We show how to use stochastic implicit surfaces to describe microfacet surfaces and participating media (and a bunch of new things in between).
Sébastien Hillaire retweeted
I don't need to tell you because you're all subscribed to the youtube channel for sure... but just in case - REAC 2024 videos are up! youtube.com/@renderingengine…
Sébastien Hillaire retweeted
I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor.
Go check them out if it's your sort of thing!
#UE5 #UnrealEngine
docs.unrealengine.com/5.3/en…
docs.unrealengine.com/5.3/en…
Sébastien Hillaire retweeted
update on my Slime game💚
You sent your trusty minion into the nearby human city to gather intel. But it's summer.. keeping that slime hydrated is a serious commitment
#gamedev #techart #vfx #realtimevfx #UE5
Sébastien Hillaire retweeted
"In UE5.3 Substrate (experimental feature) slab BSDF An input called Glint has been added, which is useful for expressing glitter such as car flakes and snow!"
UE5.3のSubstrate(実験的機能)のslab BSDFでは
Glintというインプットが追加されており
車のフレークや雪などのキラキラを表現するのに役立ちます!
#UE5
Sébastien Hillaire retweeted
#rtradvances from #SIGGRAPH2023 - presentation on Authoring Materials That Matters - Substrate in @UnrealEngine 5 from @SebHillaire and @kiwaiii
is now online - enjoy!
advances.realtimerendering.c…
Sébastien Hillaire retweeted
For 5.3 we've added documentation to get you started using and understanding Unreal Engine 5's Substrate Material Framework.
docs.unrealengine.com/5.3/en…
Sébastien Hillaire retweeted
The Shader of the Week is 'STELLAR CLOUDS' by alro : shadertoy.com/view/DtdSz7
I love the History of 3D & @siggraph had lots of historical bits to show this year (50year anniversary).
The evolutions of 3D & games during the 90’s is close to my heart: @ID_AA_Carmack, @romero, @TimSweeneyEpic, Ken Silverman, etc.
Excited to read more of that with Doom Guy:
The Unreal Engine Substrate presentation deck from SIGGRAPH will be published on the course page (advances.realtimerendering.c…), but after we take the time to write the slides notes for it. Please be patient, it will be out “When it’s done”
Sébastien Hillaire retweeted
☁cloudscaping☁ in UE 5.3 with the new 'sparse volume textures' & #EmberGen VDBs, thanks to @LambertTibo🧵1/2
Sébastien Hillaire retweeted
The program for #rtradvances for @siggraph 2023 is now online - check it out! Amazing talks from across the gaming industry for advances in the real-time tech
advances.realtimerendering.c…
Sébastien Hillaire retweeted
#rtradvances this year will include topics from from @HypeHypeInc's @SebAaltonen, @Guerrilla 's @vonschneidz, @intel 's @alphanew, Stephane Etienne from @Activision , @SebHillaire and @kiwaiii from Epic Games, and @iryoku1 and @miguel_oenp from @sd_studios
Sébastien Hillaire retweeted
Null tracking volume rendering requires knowing bounding majorant values a-priori; @ossim_zack's new SIGGRAPH paper lifts this limitation! This project was a joint effort between our rendering group at WDAS and @wkjarosz's lab at Dartmouth. 🧵here:
mathstodon.xyz/@wjarosz/1107…
Sébastien Hillaire retweeted
I'm pleased to share with you my latest tutorial explaining how I implemented the Tire Deformation in Electric Dreams, the GDC demo of Epic Games :
dev.epicgames.com/community/…
#UE5 #Chaos #Niagara #Nanite #Shader #ElectricDreams #GDC2023
Sébastien Hillaire retweeted
Translucency with Substrate is an absolute dream when combined with other recent advances in Unreal Engine, finally getting to a point where Glass feels like it is sitting in the scene! Rough Refraction, Proper Blending, Reflections etc
#UnrealEngine #UnrealEngine5 #UE5 #GameDev
I really enjoyed those visualizations of quake 1 BSP and VIS portals
youtu.be/wLHXn8IlAiA
And
youtu.be/IfCRHSIg6zo
Sébastien Hillaire retweeted
新しいマテリアルのシステムの「Strata」改め 「Substrate」の情報や使い方はこちらで解説されています!
dev.epicgames.com/community/…
機能別サンプルにも多くのサンプルマテリアルが用意されています!(レベル:SubstrateMaterials) デモ映像で登場したOpalマテリアルも
unrealengine.com/marketplace…
#UE5
Sébastien Hillaire retweeted
Hui! A new article: The Four Vertex Volume: simonschreibt.de/gat/four-ve…
Also features: Laser Knifes! Hope you like it, let me know in the comments!
Mentioned: @SebHillaire @Deathreycg torbach
#gamedev #vfx #realtimevfx #starwars
























