WebXR, WebGPU, neural graphics. https://juretriglav.si/
Postdoc @ETH, CGL | Learning Human anatomical models | Interested in CV, CG, and VR.
https://marilynkeller.github.io/
Senior SWE - DirectX rendering backend at Unity. Previously Varjo, Wargaming, Blend4Web.
Opinions and thoughts are my own, etc.
Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB
Blog: https://alextardif.com/eden.html
rendering/tech art 🖍️
love outlines
from 🇧🇪 currently living in 🇬🇧
ameye.dev
Lead graphics programmer @AMD, previously SIE R&D (PlayStation). Opinions are my own. He/they.
🔗 gboisse.github.io
HPC Visualization DevTech at NVIDIA, formerly Intel + SURVICE Engineering
🕹️ Solo Game Dev 🎮 Former AAA Dev.
🌳 Working on a custom engine + survival game.
🔁 I repost Indie Dev progress.
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/
synth tinkerer (plinky); nvidia research (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs
Researcher, teacher and activist somewhere at the intersection of landscape perception, graphics programming, open source, and climate change.
Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin
Lead Artist - Special Projects at Wētā FX, Ex #VFX at Modelfarm, Mr.X & Mill Film.
http://imdb.com/name/nm2278940/ He / Him
linktr.ee/dylanbrowne
Opinions are soley my own and do not represent my employer's.
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
Procedural@Epic. Gazing out in awe.
Rendering Engineer at Autodesk.
I'm a researcher at AMD working on improving computer graphics with the help of deep learning.
Previously: Intel Labs. PhD from UCSD with Prof. Ravi Ramamoorthi
https://alexku.me/
CG&AI PhD Student @KIT
Now at Reality Lab, Meta
ex-EagleDynamics, ex-WellDone Games
mishok43.com
Principal Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
Rendering, ray tracing, Metal API.
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
LiquiGen lead at JangaFX. I try to keep both my velocity fields and my warps divergence-free. I also love real-time graphics.
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
Senior Rendering Engineer WetaFx
Prev Unity, Graphine, Buas
Founder & CTO at Tellusim
Senior Rendering Engineer on Frostbite and (very)amateur photographer
Tech Lead at Unity Demo Team. Rendering, tech art. Lighting, VFX. Time Ghost, Enemies, The Heretic, Adam
https://twitter.com/robcupisz
Pixel Pusher and Digital Illusionist
@ Nvidia
All opinions my own
LEGO® Party!
Lead Technical Artist @ SMG
Graphically inclined programmer
ex 5Lives, Defiant
Senior Mobile Platform Engineer @Epic Games
Previously Graphics Tech Director @NMGames, Sr. Graphics Eng at Samsung R&D
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
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
rendering @ chaos. homepage: pablode.com
Chain swapping GPU hang detective @ Qualcomm | Ex-Unity (opinions mine)
programmer of things and stuff. dear imgui https://github.com/ocornut/imgui / the dragon’s trap / dreams / tearaway / pixeljunk shooter / soul bubbles / meka. Paris, France https://www.miracleworld.net
Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.
He/him
I teach C++ & computer graphics and make videogames
Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1
Check out my cozy road building traffic sim: https://t.ly/FfOwR
Associate professor leading EPFL's Realistic Graphics Lab. My research involves inverse graphics, material appearance modeling and physically based rendering
Rendering Hardware Interface Lead 🎉 @Guerrilla
Blog: https://danglingpointers.com
Asset Cooker (build system for game assets): https://github.com/jlaumon/AssetCooker
🇫🇷 in 🇳🇱 fighting for what's cheese
Principal Graphics Programmer
Rendering, PBR, ProcGen (Houdini, Blender), Tools, Optimisation, Photography, UE5, camera lens simulation
Rust, C++, C#, Python
Author of "Physically Based Shader Development for Unity 2017", Apress
Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy.
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
Founder at www.marmoset.co
Graphics Programming
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/
Love physics simulations and rendering algorithms. Currently work at
ZibraAI as Lead 3D Research Engineer. Discord: misha.m. michaelmoroz.github.io/about/
Graphics & Engine programmer. Tracing wild rays! ex-gen 6,7,8,9 Games @ Xbox, EA, Activision, Krafton, Ubisoft ❤#animals.
Opinions r from an alien operating inside my head👽
Rolled my desk over to Valve. Past: Unity ML Artistry, Xoogler, TiltBrush. Pixar GPU team: Hydra, OpenSubdiv, and OpenUSD. Closet demoscener. 日本語はまだまだ。
Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. I enjoy chatting/messages! Always looking for new opportunities
Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
Computer Graphics、特にMonte Carlo Ray Tracingに興味があります。 Dynamics Simulationもちょっとやっていました。
- https://rayspace.xyz
- https://github.com/shocker-0x15
- https://twitter.com/Shocker_0x15
Code artist. Graphics programmer (ex Jumpship Studio). Web developer (ex Last.fm). he/him
mastodon.gamedev.place/@tdhooper · x.com/tdhooper · stainlessvision.com
Rendering Engineer at Eagle Dynamics. Opinions are my own.
Building a game/engine based on signed distance fields
~ Past: rendering lead @figma.com, indie VR dev, founder @ Workflowy, search backend @ Google, Quake modder
miketuritzin.com
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
It's all about W÷m² and W÷Kg 🌈🚴♂️
www.rombo.tools
Research@NVIDIA. Into CG/rendering, ML, ergonomic programming, efficient (high-perf) SW design. Formerly Intel, demos, space warping. :)
He/him 🏳️🌈
Opinions are my own.
https://alphanew.net
Associate Principal Graphics Programmer @ Rockstar Games. ex Dreamworks. Max Payne 3, GTA 5, RDR 2, The Bad Guys, GTA 6. All tweets are personal opinions.
Avid reader, computer graphics fan and atmospheric jungle beats enjoyer. Demoscene: cce/Peisik.
Blog at https://30fps.net/
Atmospherics Lead at Guerrilla. Developing the real-time voxel-based cloud system for the Decima Engine and the Horizon franchise games.
Formerly Senior FX TD at Blue Sky (not this one) Animation Studios.
I work at the pixel factory @ Rockstar Games
All thoughts probably stolen from a book, but I gotta claim them as my own for legal purposes.
Senior developer at Microsoft. Demoscener. Babylon.js core team. Technical Emmy Award winner with Golaem. AFOL. Personal views here!
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
Rendering Engineer, 12years. Taking a break
Past work: id Software, Raven, and Ready At Dawn & Sanzaru @ Meta.
Games: DOOM, Call of Duty, VR
Madison, Wisconsin
http://github.com/tgriebel/
Chair Raving Graphics Programmer
loopit.dk/publications
shadertoy.com/user/hornet
Rendering Engineer at Traverse Research
Pushing voxel technology forward at Voxel Plugin using Unreal Engine
You can DM me on discord @ phyronnaz
My blog: https://victorcareil.com/
RealityCapture/Photogrammetry expert, C++/GLSL, TD @ CyberAgent Inc., Tokyo. All opinions are my own. Eng・日本語・Rus. Also @shamanix@mastodon.gamedev.place
Previously Engine/Rendering Tech @idSoftware
interested in: C++/OpenGL/Vulkan/GPUs/Voxels/SDFs/Pathtracing/Photography/CpE/Electronics
Co-organizer of Graphics Programming Virtual Meetup
Project writeups, blog posts:
https://jbaker.graphics/index.html
cpu, gpu @sketchfab @fab @epicgames
Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
InfluxData • Godot • OpenEmu • Swift • Rust • C++ • macOS • iOS • Metal • He / Him • Based in 🇦🇺
Graphics coder at Apple
Demoscener at Razor1911
www.aduprat.com
Technical Artist from the Netherlands. Blender, realtime stuff, open-source, etc.
tenochtitlan.thomaskole.nl
Senior Environment Artist/TD @ Stim Studio
Toying with Houdini, Gaffer, Cycles.
Working on hobby GPU raytracer in Rust/Metal
@kubo_von@mastodon.gamedev.place
Support 🇺🇦
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
Rendering Engineer at The Coalition. Opinions are my own
Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.
Senior Graphics Programmer at Remedy Entertainment's Northlight rendering team. I post about real-time computer graphics, GPUs and code optimization. Fantasy and sci-fi book aficionado and anime/manga connoisseur. 日本語OK!
Kiwi in the UK by way of the US
Graphics / Systems / R&D
Work: Helioflow, Odyssey, Wayve, Football Manager, Spore, SimCity, Sims
https://github.com/andrewwillmott
https://www.andrewwillmott.com
https://soundcloud.com/radiator-8/albums
24 yo Game Developer, Dutch
Junior Graphics Programmer @ Massive Entertainment
4th Year Games Student @ BUas
Passionate about Game Development and Computer Graphics, currently investigating Terrain rendering & Volumetrics with DX12
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
Engineering Fellow at Epic Games. Author of Nanite.
He/Him - Tech Artist @Okomotive
(my posts are mine tho)
Prev. Tech art @ Jumpship
🚫 Anti-AI/NFT 🚫
Gamedev, Shader and VFX Journeyman; making things pretty with code ✨
🎨: cara.app/harryalisavakis
🔗: halisavakis.carrd.co
🌐 : halisavakis.com
"For those who come after" - Gustave
Aka Lady Bloom. ☀️🇫🇷
Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff.
- https://www.froyok.fr/
- https://mastodon.gamedev.place/@froyok
Graphics Programming @ Xbox
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
Engineering Fellow at Epic Game. I love games, graphics and lighting.
https://knarkowicz.wordpress.com
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike.
I mostly post stuff about light transport simulation, and my hobby project Workbench.
Simulation and rendering nerd. Co-founder and CTO @JangaFX
Working on EmberGen and more.
Discord: vassvik @vassvik@mastodon.gamedev.place
Rendering Engineer at Disney Animation working on Disney's Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own.
https://www.yiningkarlli.com
https://mastodon.gamedev.place/@yiningkarlli