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Philippe Gagnon
@_pgag
Joined August 2011
45
Following
65
Followers
14
Posts
_pgag
retweeted
Rémi Quenin
@azagoth
about 13 years ago
Ubisoft "Engine Room" is back online ! (featuring
#FarCry3
SPUs scheduling techniques, and our GI solution) http://t.co/J3CZ0mFmBW
_pgag
retweeted
Theresa Foley
@TangentVector
over 13 years ago
Prompted by yesterday's discussion of implementing locks in shader code: "A Digression on Divergence" http://t.co/21jEUfdgmc
_pgag
retweeted
Aleissia Laidacker
@Aleissia
over 13 years ago
Best game website! Far Cry: Blood Dragon http://t.co/PNyNPxCKYc
Philippe Gagnon
@_pgag
over 13 years ago
From
@pixarsrenderman
, interesting mix of realtime and film technics. http://t.co/h2pgPw6F
Who to follow
Diede Apers
@DiedeApers
Rendering Engineer @ Frostbite Stockholm
Guillaume WERLÉ
@666uille
Rendering Architect (aka Guille^Cocoon) #demoscene
Mickael Gilabert
@mickaelgilabert
Senior programmer
_pgag
retweeted
Walking Teapot
@walking_teapot
over 13 years ago
@pixarsrenderman
Check out the new RenderMan Case Study of the award-winning indie short "Flamingo Pride." http://t.co/9khcRksa
_pgag
retweeted
Martin Ecker
@martin_ecker
over 13 years ago
Google's cpp-btree library implements STL-like B-tree data structures in C++: https://t.co/jOv4T1NS
Philippe Gagnon
@_pgag
over 13 years ago
@twoscomplement
I don't remember the platform but I am pretty sure I saw vtable merged by the compiler with aggressive space optim option.
_pgag
retweeted
Martin Ecker
@martin_ecker
over 13 years ago
Interesting new paper: Toward practical real-time photon mapping http://t.co/WTVBVWpS
_pgag
retweeted
Morgan McGuire
@morgan3d
over 13 years ago
How to write good [C++] code, the id way: http://t.co/r9hULqoy
_pgag
retweeted
Morgan McGuire
@morgan3d
over 13 years ago
Tim Lottes on minimim game latency and while tiling GPUs create lag http://t.co/ca7cEJ17
Philippe Gagnon
@_pgag
over 13 years ago
@azagoth
but could have been worst, at least you tested before submit. ;-)
_pgag
retweeted
Don Williamson
@Donzanoid
over 13 years ago
Very Fast, High-Precision SIMD/GPU Gradient Noise - http://t.co/RFxsrnwn
_pgag
retweeted
Sébastien Lagarde
@SebLagarde
over 13 years ago
Normal Mapping Without Precomputed Tangents by Christian Schüler : http://t.co/Psk3bQOk
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