Physically Based Shading with Unity, Rust, Graphics Programming, Renderers.
Scripting, Rigging and Procedural Modelling in Houdini & Blender (I'm @doppioslash)
If you want to know how to write performant systems go watch this talk by @slipster216 and follow him.
In theory those are computer science 101, yet most of programmers write their code completely against this knowledge for some weird reasons.
https://t.co/XSgsvoRiIe
Unreal's FOV handling has always been a point of annoyance for me. It's one I understand the legacy of, and one they've finally, sort of, fixed.
Unreal used to default to horizontal FOV. This means wider aspect ratios see _less_. Unreal 5 finally defaults to vertical.
I have uploaded 155 figures from PGA Illuminated to Wikimedia Commons under the CC-BY-4.0 license. More to come.
https://t.co/S5fITFzPIv
These can be used freely in papers, books, presentations, Wikipedia pages, or anywhere else with proper attribution.
This is some interactive hallucination, Reality is my Playground.
Super experimental, in #WebGl#threejs.
#GaussianSplatting
Thanks to the WebGl 3d Gaussian Splats Viewer from markkellogg.
https://t.co/QAefxPimKI
Unreal Engine 5.3 is now available, with enhancements to core rendering, developer iteration and virtual production toolsets!
Also included, experimental new rendering, Skeletal Editor, Chaos Cloth and SMPTE ST 2110 support 🔧
Read about it, here!: https://t.co/TIhvsEkSG2
Just finaled the biggest shot of my career. 16 characters singing/dancing, A beast of a shot. Here’s a preview of it for this of you fluent in graph editor 😎 #wish#animation#disneyanimation#disney
My final GDC slides are available here:
https://t.co/0gfcnSqRIN
I was having problems with the vector graphics in the conversion from PPT to PDF. It turns out I could open the whole PDF in Illustrator and manually replace the problematic diagrams.
@savage309 @etheory_music FWIW, we've found (and Matt Pharr found similarly) that ptex only really performs badly if your renderer's ray differential/mip-map calculations are bad. For us ptex lookups accounts for something like <1% of runtime.
https://t.co/pswnl8qhdt
@etheory_music @lartichauCG This is completely incorrect. Hyperion was designed around batched shading and out-of-core geometry. Generally we've found ptex perf to only be a problem if ray differentials and mip mapping is implemented poorly; PBRT found the same thing:
https://t.co/pswnl8qhdt
I'm happy to announce the Rendering Engine Architecture Conference 2023 is happening virtually June 5th and 6th! Please go to our site to register and even submit a talk:
https://t.co/5iEnzSRYIB
(Co-organised with: @kenpex, @mirror2mask and Mike Vance.)
Want to make a visual diagram about SIMD latency hiding on GPU, don't have a clean image just yet but here's a sketch that I had in mind yesterday when was trying to fall asleep