Or integrate your tool... ;)
16.01.2026 21:09 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0@meuns.bsky.social
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
Or integrate your tool... ;)
16.01.2026 21:09 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Engines should always provide hot reloading for code and ata for iterating quicker. ^^
16.01.2026 21:02 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...
12.01.2026 22:48 โ ๐ 26 ๐ 9 ๐ฌ 0 ๐ 0Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...
13.01.2026 19:36 โ ๐ 62 ๐ 17 ๐ฌ 4 ๐ 2A bit a salt makes food better!
09.01.2026 18:55 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0New blog post is finally up: (Ab)using Shader Execution Reordering.
A bit of outside the box usage of SER (for better or worse).
debaetsd.github.io/posts/ser/
Is there any agentic 3d engine being developed? I'm curious to see what current agents know about graphics API and rendering in general.
09.01.2026 09:04 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Is this inspired by Tiny Glade ?
09.01.2026 06:56 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I'm so sad ! The post was deleted before I can enjoy it... Nooooo.
09.01.2026 06:09 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Some procedural shapes I made in Unity and Desmos while writing my book "Shaders & Procedural Shapes." Should I add more?
The link in case you're interested โจ jettelly.com/store/visual...
#indiedev #gamedev #unity3d
Screenshot of the blog post.
I got the first post about direct lighting material occlusion up on my blog. On this one I go over the commonly used micro-occlusion approach and its limitations, and I start digging into micro-shadowing as an improvement.
irradiance.ca/posts/micros...
It might remains used for 50 more years.
22.12.2025 19:49 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Hey @dachsjaeger.bsky.social - regarding the FG overlay advice, I can give some background here. I said most of this at a previous GDC Q&A, but the new release is obviously after my involvement so may have changed since.
At the time FSR3 FG was in dev, many overlays and apps were not expecting...
Providing sources and ensuring engines can integrate frame generation over their swap chain and frame pacing solutions is probably the most meaningful approach for maximizing quality and performances.
16.12.2025 10:23 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0After nine years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
This is a great article about ReGIR / World-Space ReSTIR with nice improvements by Tom Clabault:
tomclabault.github.io/blog/2025/re...
A cool collection of monitor and sensor filter subpixel patterns geometrian.com/resources/su...
15.10.2025 17:56 โ ๐ 22 ๐ 7 ๐ฌ 1 ๐ 0The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
23.11.2025 21:05 โ ๐ 102 ๐ 29 ๐ฌ 4 ๐ 1The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers.
More details in the 'Volunteering' section of the home page.
Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !
05.11.2025 20:00 โ ๐ 95 ๐ 50 ๐ฌ 0 ๐ 2interesting imgui wrapper
github.com/Sven-vh/ImRe...
Hi Engine/graphics friends.
There are a few position open at Hello games over in Guildford.
Jr - Graduate level (programmer)
hellogames.org/jobs/junior-...
Mid - Sr level (engine/graphics)
hellogames.org/jobs/graphic...
Note: Iโm not affiliated with hello games just want to help boost openings
Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
18.08.2025 19:30 โ ๐ 280 ๐ 56 ๐ฌ 12 ๐ 3We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!
18.10.2025 19:12 โ ๐ 11 ๐ 2 ๐ฌ 0 ๐ 0Cough
24.10.2025 20:30 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
16.10.2025 19:03 โ ๐ 22 ๐ 10 ๐ฌ 1 ๐ 0Are you using any kind of unit/whatever tests ?
02.10.2025 11:07 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
The 16_ray_query tutorial is out!
Learn Monte Carlo path tracing with Vulkan's ray query extension in compute shaders, an alternative to traditional RT pipelines.
Bonus sections:
โข Shadow terminator
โข Shading normal
github.com/nvpro-sample...
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!
zeux.io/2025/09/30/b...