
Professional shmuck at @RiotGames. Previously SDS, Treyarch, Telltale. Opinions are my own
San Francisco, CA
Joined December 2008
- Tweets4.8K
- Following767
- Followers569
- Likes11.5K
dekaf retweeted
This was one of the coolest things I saw at GDC this year. The author @dan5sch just wrote a blog post on the project. Basically turning low-poly meshes into detailed voxel objects on the fly. The visual appearance is truly unique and extremely consistent.
blog.danielschroeder.me/2024…
dekaf retweeted
Little preview of what's to come in the new "Making a Fluid Solver in Niagara" training series.
Heterogeneous Volumes have come a long way since I started toying with them in 5.1 Great job, Epic Devs! The indirect lighting implementation is great!
#ue5 #realtimeVFX #gamedev
dekaf retweeted
On vacation 🦃 or working 🧑💻 this week?
Either way, if you (or someone you know) would like to get started with #graphics programming, the #AMD Game Engineering team is excited to share their top tips with you 🌟
gpuopen.com/learn/how_do_you…
dekaf retweeted
From the mastermind behind FXAA, FSR1 & CAS it is my humble opinion that this is
@NOTimothyLottes
magnum opus. No ML, Just good old cleverness. Million thanks to
@mirror2mask who also had the vision to fund this project.
@GregoryMitrano
for doing a lot of behind the scenes work
dekaf retweeted
Just in case you missed it, check out our Houdini basics for Artist workshop with Simon Verstraete👀👀
youtu.be/jZFGUkIOdx0
#gamedev #gameart #tips #BeyondExtent
dekaf retweeted
I usually end up in the middle every time there's a discourse, lol. You may need to push yourself to break into the industry, but don't do it too much and sacrifice your health or personal life.
As a game art teacher here's some advice on saving time so you don't overwork: 🧵
dekaf retweeted
#rtradvances from #SIGGRAPH2023 - presentation on the Rendering of The Callisto Protocol from @iryoku1 and @miguel_oenp from @sd_studios is now online - enjoy!
advances.realtimerendering.c…
dekaf retweeted
Check our article about tech we built for Alan Wake 2
Alan Wake 2 Northlight Tech Deep Dive:
Read and see some of the incredible new tech we built for Alan Wake 2 in our new blog post.
bit.ly/3sp7a8d
dekaf retweeted
Wet Cloth Simulation
oimo.io/works/cloth2/
布と水です。超リアルになりました。多分スマホでも動きます。
- self collision
- water absorption & drip
- two-way coupling of PBD cloth and MPM fluid
- screen space fluid rendering
#indiedev
dekaf retweeted
The free web version of "Physically Based Rendering: From Theory To Practice" is now based on the 4th edition of the book. Enjoy! (Link: pbr-book.org)
dekaf retweeted
The OpenPBR repo is now publicly available! A subproject of @MaterialXcg, OpenPBR provides an artist-friendly new open source shading model to bridge the gap from one software package to another. We encourage community input - read more on the blog: aswf.io/blog/openpbr-v0-2-no…
dekaf retweeted
As my previous post exploded and many people wanted to know how it was done here I made this breakdown video. It's not stepbystep tutorial but rather my thinking process. Also I really appreciate such a positive feedback and that many people want to jump into #geometrynodes
#b3d
dekaf retweeted
Call for Authors: GPU Zen 3
gpuzen.blogspot.com/
dekaf retweeted
"Rick was certainly the aesthetic soul of Westwood. We were all a bit in awe of his artistic capacities" timeextension.com/features/a… #Repost
dekaf retweeted
My SIGGRAPH presentation slides about HypeHype low level rendering abstraction and performance (10k+ draw calls at 60 fps on 99$ mobile phone) are now available.
Slides have full speaker notes (everything I said during the presentation).
Questions are welcome!
#rtradvances from #SIGGRAPH2023 - sharing the presentations from the talks - @SebAaltonen 's talk is posted - enjoy!
advances.realtimerendering.c…
dekaf 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…
dekaf retweeted
#rtradvances from #SIGGRAPH2023 - sharing the presentations from the talks - Stephane Etienne's talk from @Activision on the Large-Scale Terrain Rendering in @CallofDuty is now online - enjoy!
advances.realtimerendering.c…
dekaf retweeted
Meet our inhouse tech Doggo "Rolo". Cinematic RGB Lighting
"More Doggo than Doggo"
Since July we've been redesigning our scanning pipeline to work with the amazing 3D Gaussian Splatting for Real-Time Radiance Field Rendering method from Inria.
github.com/graphdeco-inria/g…
IR's AeonX capture system has been designed to capture "Spatial" memories for the future.
We've built on a custom version of Inria's Sibr viewer to handle the playback of our multiple processed 4D frames.
GS has reignited our passion for 3D/4D scanning. Thank you to the team at @Inria
More content to come.
#guassiansplatting #ir #aeonx #4d #motionscanning #inria #ximea #idatronic #spatial #youth83




























