Senior software developer working on your favourite games to make them run faster, look better, and sound greater.
You’ll see me when you need me.
Also at https://mastodon.gamedev.place/@cyphersignal
CTO at JECO; prev FSR 4/3/2 Lead at AMD, GPU Drivers at AMD, Codeplay doing debuggers, compilers and optimizations for various folks. FPGA/Electronics/DIY hobbyist. Own opinion. https://domipheus.com/
It’s Ryan from Twitter! Former Epic Games Engineering Fellow, now an intern at Gradientspace Corp (gradientspace.com). Invented Modeling Mode, Geometry Script, Autodesk Meshmixer, some other stuff. PhD in Computer Shapes. Also mastodon.gamedev.place/@rms80
Invented spatiotemporal blue noise, created Gigi rapid graphics prototyping & dev platform.
https://github.com/electronicarts/gigi
20+ year game dev, and graphics researcher. Currently at EA SEED.
Tech blog:
https://blog.demofox.org/
Principal Game Engine Architect at Huawei. Previously: Senior Graphics Engineer at Unity, Research Scientist at Fraunhofer, Tech-Priest at Cult Mechanicus.
https://tobias-franke.eu/
Partner Engineer at Final Strike Games with a focus on Engine Tech, Online, Build, and DevOps.
Previously wrote documentation for Valve
Once upon a time I made Steamworks.NET
🌲Seattle
Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
PhD student at Inria Bordeaux in computer graphics.
Interested in light transport, sampling, appearence models.
👀 for a post-doc.
Engineering Fellow at Epic Games. Author of Nanite.
Staff Graphics Engineer at Unity Technologies. Working on ray tracing support with DX12/DXR.
https://github.com/INedelcu
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own.
https://MomentsInGraphics.de
Real-time and offline rendering, gamedev, GPU hw
Senior Rendering Programmer at Sony Santa Monica Studio
📷 http://instagram.com/jendrikillner/
📑 https://www.jendrikillner.com
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.
https://github.com/memononen
GPU Architecture, Computer Graphics, Semiconductors, Math, VFX and AI
Engineering, Computer Graphics, Art, DSP, ML
Culture, Techno, Industrial, and Electronic Music.
Research Scientist at NVIDIA.
Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt).
Politically leftist. He/they.
https://linktr.ee/bartwronsk