dekaf (@dekaf) profile picture

Professional shmuck at @RiotGames. Previously SDS, Treyarch, Telltale. Opinions are my own

San Francisco, CA
Joined December 2008
Photo by dekaf (@dekaf)Photo by dekaf (@dekaf)Photo by dekaf (@dekaf)Photo by dekaf (@dekaf)Photo by dekaf (@dekaf)Photo by dekaf (@dekaf)Photo by dekaf (@dekaf)Photo by dekaf (@dekaf)Photo by dekaf (@dekaf)
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…
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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
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4 minute gesture drawing steps. Less is more.
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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…
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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
Leader Natalya had vision to bring forth author-once-run-anywhere. Calling answered by compute-smiths, forging optimized packed math spatial temporal pixie scaling for armies of creators who cried "Let there be scaling, not just for this trebuchet, but also for my pocket knife!"
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Just in case you missed it, check out our Houdini basics for Artist workshop with Simon Verstraete👀👀 youtu.be/jZFGUkIOdx0 #gamedev #gameart #tips #BeyondExtent
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Here is the viewport inside Blender 👍
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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: 🧵
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#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…
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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
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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
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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)
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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…
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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
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Call for Authors: GPU Zen 3 gpuzen.blogspot.com/
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"Rick was certainly the aesthetic soul of Westwood. We were all a bit in awe of his artistic capacities" timeextension.com/features/a… #Repost
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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…
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#rtradvances from #SIGGRAPH2023 - presentation on Authoring Materials That Matters - Substrate in @UnrealEngine 5 from @SebHillaire and @kiwaiii is now online - enjoy! advances.realtimerendering.c…
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#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…
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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
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