AmΓ©lie Heinrich's Avatar

AmΓ©lie Heinrich

@xanderstudios.eu.bsky.social

Graphics Programmer Intern @ Ubisoft MTP 18yo | he/him | Montpellier, France πŸ‡«πŸ‡· FranΓ§ais/English/Norsk OK + ζ—₯本θͺž N5 Tinkering with rays, meshlets and console platforms Final year of BSc Student Game Dev

1,078 Followers  |  534 Following  |  209 Posts  |  Joined: 18.10.2024  |  1.9849

Latest posts by xanderstudios.eu on Bluesky

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Went on a little sidequest and implemented device generated commands

06.08.2025 22:18 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The idea of "not talking politics" sounds lovely until you realize that your politics are "nobody should starve" and theirs are "have your family exterminated and you thrown in a concentration camp", but you're both agreeing joyfully that Mario Party really does suck.

05.08.2025 14:18 β€” πŸ‘ 656    πŸ” 119    πŸ’¬ 13    πŸ“Œ 1

The fact a Macbook Pro genuinely mogs a mid-range gaming laptop in every way for graphics is insane to me

I guess the only issue would be no multi draw indirect but to be fair nothing stops you from emulating it...

05.08.2025 15:11 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Nothing makes me more uncomfortable than having to take my gaming laptop, my only computer, in a train to do some work

That little guy will blow air like an airplane motor and yet it still can't do RT hard shadows on Sponza @ 1080p under 2ms

It is sad to say I have to save up for a Macbook Pro

05.08.2025 15:11 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Losing my mind trying to denoise stochastic RT shadows this shit is HARD

04.08.2025 12:08 β€” πŸ‘ 7    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I stopped counting how many girl friends I had that genuinely considered OF as a viable career path, some of them as young as 15, genuinely horrifying

04.08.2025 08:26 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Oof I have no idea how to add that but I can take a look XD

01.08.2025 07:50 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I wrote it late at night so don’t expect something super high quality XD was more like just writing down my thoughts

30.07.2025 07:07 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

amelieheinrich.com/en/post.html...

29.07.2025 20:33 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Hey BlueSky! I wrote my first ever blog post in a while, talking about how I built my RHI for my game engine Kaleidoscope. Link is ⬇️

29.07.2025 20:33 β€” πŸ‘ 18    πŸ” 2    πŸ’¬ 3    πŸ“Œ 0

Way too much

16.07.2025 07:51 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Often, I'm wondering how many amazing work from cool minds we collectively miss because we decided that everyone need to throw all their energy and waking moment tied at work because some people decided we need money to live.

16.07.2025 07:04 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

It’s honestly alright but I’m not a fan of no shader debugging in GPU debuggers… I also didn’t even use the template interface whatever features because I wasn’t sure how the output ISA would look

With HLSL it’ll also facilitate adding Metal later this year

Oops, spoilers 🀭

10.07.2025 22:19 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

After a few months of Slang usage I switched back to HLSL

I appreciate the effort to make something uniform for every API but realistically you will have to do divergence shit for bindless and whatnot

Also compiler was a bit unstable in my experience…

10.07.2025 22:19 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

More common and faster to do postfx, lens sampling is only when you do full RT, my renderer is hybrid :D

10.07.2025 22:13 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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GitHub - AmelieHeinrich/Seraph: D3D12/Vulkan modern graphics engine D3D12/Vulkan modern graphics engine. Contribute to AmelieHeinrich/Seraph development by creating an account on GitHub.

Idea behind this roadmap is that it gives me all the tools available to survive in a modern AAA renderer whilst also working on stuff that I personally find interesting and fun.

End of thread! Again, code is available at github.com/AmelieHeinri.... Go star it or roast my code if you want :D

10.07.2025 12:32 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

The long term roadmap for my project is also updated:

- Raytraced soft shadows
- SVGF denoising
- Raytraced reflections
- Raytraced AO
- Dynamic Diffuse Global Illumination
- Cluster culling & LODing via mesh shaders
- Temporal Anti-Aliasing
- Bloom
- 6-pass Bokeh DOF

10.07.2025 12:32 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

Right now main priorities is making CSM look better, fixing it on Vulkan, and then start reading up on raytraced soft shadows and patching up an initial implementation.

10.07.2025 12:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Test wise, I added one for block compression and opaque instances for TLASes. When I have indirect commands implemented I'll also write tests for that.

10.07.2025 12:32 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

As for the main bugs I've encountered, my engine just dies on AMD. D3D12 has a device lost and Vulkan fails to create the device. I sadly don't have an AMD card to test it out on so RIP. CSM also doesn't work on Vulkan.

10.07.2025 12:32 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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I also re-added my initial pathtracing code though right now it basically doesn't do anything. No specular lobe, no light sampling, no skybox... need to work on that as well

10.07.2025 12:32 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Main issue with CSM right now (outside of the fact that my impl looks like ass) is that it doesn't really work on Vulkan, so I need to fix that too

10.07.2025 12:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Little update on my renderer Seraph. 🧡

I got tiled light culling implemented, so now I'm focusing on shadow techniques. I reimplemented my CSM code and hard RT shadows code, will be experimenting with raytraced soft shadows now.

10.07.2025 12:32 β€” πŸ‘ 15    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

Am in Montpellier right now in a cramped student dorm with no AC and it's gonna be 40 degrees tomorrow. It has never been so over before

27.06.2025 15:53 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Playing Death Stranding 2, and aside from the fact it's the best looking game I've ever seen, the whole game has just been:

>oh this guy has a hand made of tar.
>"hi im tarman"
>oh this guy is a doll
>"hi im dollman"
>oh this girl dances in the rain
>"hi im rainy"

27.06.2025 15:51 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Took the time to redo my portfolio. Even added a few languages and made it so that I could write blog posts in the future :)

Up at amelieheinrich.com (haven't tested on mobile lol)

17.06.2025 16:20 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
GitHub - AmelieHeinrich/Seraph: D3D12/Vulkan modern graphics engine D3D12/Vulkan modern graphics engine. Contribute to AmelieHeinrich/Seraph development by creating an account on GitHub.

The source code is available at github.com/AmelieHeinri.... Feel free to check it out :D

13.06.2025 11:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Overall the RHI still has a lot of room for improvement -- synchronization is kinda hard coded so no multi-queue, no support for indirect yet, no support for low level allocation of GPU heaps etc. It does the job for now but it will need some rework. Thankfully I got the test system to help :)

13.06.2025 11:51 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

And now that the RHI is functional, my next target will be to actually do something with it. Over the course of this weekend and next week I'll attempt to implement tiled and clustered light culling. Then move on to AO etc.

13.06.2025 11:51 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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The test results are then written to a JSON file that I can then load and render in an HTML file. I went with this so I could easily get a pretty UI without too much trouble. Writing tests isn't my strong suite but I'm covering a few cases for now (ray query, simple compute, meshlet triangle)...

13.06.2025 11:51 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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