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@ahmidou

Director|Character Artist/TD|Developer. Character TD/Technical Artist @ Apple Previously Character TD @ Eidos/MPC/HybrideVFX/Animal Logic

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18.08.2023
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Latest posts by @ahmidou

Because RE6 was ahead of its time 😎

05.03.2026 15:39 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Any measurable performance changes?

20.01.2026 21:20 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I do miss Paris ❀️

18.01.2026 17:09 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Is it running on the GPU?

10.01.2026 23:41 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Sounds like challenging but sane, animation and Vfx is such a tough industry. In 2010 I was directing a kids animated series, this was our own project with my wife and we had funds but I burned out by pouring my soul in it…

26.11.2025 16:55 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

The Vfx and animation industry isn’t going very well, I’m happy I moved to tech 3 years ago

25.11.2025 04:56 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

There’s also these things called museums or even just art galleries, maybe they should try one day.

04.11.2025 17:22 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I’d buy a print

31.10.2025 19:57 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Great article, thank you!

08.10.2025 23:07 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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I get that the news cycle is packed right now, but I just heard from a colleague at the Smithsonian that this is fully a GIANT SQUID BEING EATEN BY A SPERM WHALE and it’s possibly the first ever confirmed video according to a friend at NOAA

10 YEAR OLD ME IS LOSING HER MIND (a thread 🧡)

24.09.2025 20:30 πŸ‘ 29693 πŸ” 9979 πŸ’¬ 727 πŸ“Œ 1546
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In my multithreaded graph, data is stored contiguously in a buffer and accessed with offset+size. As you remove or add nodes the buffer becomes fragmented and my sorting/compacting functions were buggy so I added little #dearimgui widget to help me out. Now it works perfectly

19.09.2025 22:43 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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The Offset Geometric Contact (OGC) method @ankachen.bsky.social will present at #SIGGRAPH2025 allows guaranteed penetration-free simulation of codimensional objects with minimal computational overhead.

Project page: graphics.cs.utah.edu/research/pro...

17.07.2025 07:05 πŸ‘ 19 πŸ” 4 πŸ’¬ 0 πŸ“Œ 0

That, plus I don’t buy the non invasive mind transfer, and the way a ship that big, gently crashes without half burning/breaking.
Also surprise surprise no alert system at all.

14.08.2025 05:37 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Meanwhile life in California 🌴
#JoshuaTree #SaltonSea #SequoiaNationalPark #KingsCanyon #MountWilsonIObservatory #HuntingtonGarden #MonsterTruck #LosAngeles #SantaMonicaMountains #California

02.08.2025 01:29 πŸ‘ 20 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
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Meanwhile life in California 🌴
#JoshuaTree #SaltonSea #SequoiaNationalPark #KingsCanyon #MountWilsonIObservatory #HuntingtonGarden #MonsterTruck #LosAngeles #SantaMonicaMountains #California

02.08.2025 01:28 πŸ‘ 17 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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Meanwhile life in California 🌴
#JoshuaTree #SaltonSea #SequoiaNationalPark #KingsCanyon #MountWilsonIObservatory #HuntingtonGarden #MonsterTruck #LosAngeles #SantaMonicaMountains #California

02.08.2025 01:28 πŸ‘ 24 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

Faster GPU BVH! πŸŽ‰

25.07.2025 07:05 πŸ‘ 6 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0
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A jewel in Paris

22.07.2025 13:47 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Just found a Flashback mosaic while visiting Paris ❀️

17.07.2025 08:39 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

It brings memories, I started my internship with an SGI Indy station and Softimage 3.5!

20.03.2025 03:27 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I added computation to the index version and It's also 100x faster to evaluate 🀯

04.02.2025 04:14 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Unity's vfx graph is like that, and that's something that I'd like to explore at some point.

01.02.2025 06:34 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I knew I'd have to make such a comparison at some point, but it was pretty far in the list and going OO was for me the easy and fast way to just get things working.
Following your updates made me curious and inspired me.
So thank you!

30.01.2025 05:28 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

6.14 seconds for 10K nodes...
I mocked up something index based and it was 0.0036 seconds. I guess it time to refactor V_V.

29.01.2025 23:59 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

Another reasoning behind going with pointers was the assumption that removing nodes and connections on very large graphs (10000 or 100000 nodes) without pointers would be slow, but I haven't tried so I can't really compare.

28.01.2025 05:50 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I guess it's pretty similar to your's or a DCC, an heterogeneous mix of POD, transforms, meshes, and linear algebraic types

28.01.2025 02:43 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

It's also a way of experimenting/learning and improving my c++ but I still consider myself as a noob

27.01.2025 22:56 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I was inspired by Dreamworks LibEE 2 paper and wanted to see what it would take to make my own evaluation engine the same way.
So it's mostly plumbing and managing a graph on top of TBB.
I'm also using #dearimgui for the UI.

27.01.2025 22:56 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

I went this way at first as it was less data management with the idea of going to a more cache and alignment friendly version later....which hasn't happened yet even if I went into a few revisions.
That's why I'm interested by seeing your iterations.

27.01.2025 22:46 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I'm not criticizing at all, just curious. In my own node graph ports are owning the values and connected by pointers so....

27.01.2025 20:48 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0