Best version of retro Tetris is the Grand Master series, akshully π€
Best version of retro Tetris is the Grand Master series, akshully π€
Trained a small MLP to approximate the split-sum BRDF integration lookup table used in IBL rendering
Architecture is a 6-layer MLP with GELU activations and a Sigmoid output layer. Takes NdotV and roughness as inputs and outputs the scale and bias terms of the split-sum approximation
I switched to Linux a few months ago as a graphics programmer and honestly it's been just as good as Windows. Arch ftw
Congrats on the announcement!
Just like me :D
Havenβt checked the numbers yet but it looks about the same
Switched from ImGui to SwiftUI
Peak found in Amsterdamβs biggest MINISO
I applied to all the trondheim positions this month but didnt get to have an interview D: got auto rejected on all of them, probs because Iβm not norwegian
If you're looking for a engine/graphics programmer to join your team, or if you know someone that might be interested, feel free to DM me!
My GitHub: github.com/AmelieHeinrich
And feel free to DM me for my CV.
My skills include C/C++, graphics programming using APIs like Vulkan, Metal, DirectX 12, and console APIs. I am also familiar with modern rendering techniques including GPU driven rendering, raytracing and more.
My past experience at Quantic Dream and UBISOFT as an intern have strengthened my skills as a graphics programmer in AAA and am now looking for the next step in my career.
-- JOB SEARCH POST/RT APPRECIATED --
Hello everyone!
I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. π§΅
Doing this to me right now
Raytraced sun shadows using Metal intersector. Runs like shit because I have an M2 Mac Air which doesn't support hardware raytracing, hopefully I get to upgrade soon so I can get mesh shaders execute indirect and hardware RT...
GPU driven culling using Metal ICB
GPU! I first cull lights against the frustum before feeding them into the cluster cull pass done entirely in compute.
Clustered Light Culling on iPhone 13
Bugged cluster culling aesthetic
Metal is by FAR my favourite graphics API of all time and I worked with pretty much all of them even the console ones
Messing around with Metal + iOS, optimizing this for mobile is gonna be fun
Will be doing a 24h livestream for charity tonight at 6pm Paris time with TΓ©lΓ©thon, donating for research against various diseases and to hospitals.
At twitch.tv/rainbowpikmiin
See you there!
Game engine now has an asset cooker and it works very well!
First ReSTIR test using 16 reservoir proposal samples (right image) compared to uniform direction sampling and ignoring indirect light (left image) with many spread out lights (~3k light-emitting voxel faces here). Quite insane noise reduction going on in here!
Small statue resembling the Stanford dragon, photographed inside the Sponza palace in Dubrovnik, Croatia.
This has to be the nerdiest photo I've ever taken.
Hell yeah :D canβt wait to see you guys there!
Itβs a Silent Hill style game with PS2 aesthetics, the story is written out but I wonβt tell anything to not spoil the fun
Having to go through an upload buffer to update the data kinda sucks and that adds up to why I love working with UMA so much since you can just memcpy into GPU memory without breaking a sweat...
I also wrote a simple GPU driven system so it's easier to plug culling later, though one thing I will say is that it did introduce a bunch of issues with bindless since you need to constantly make sure that the data in the instance buffer is up to date and valid.
Branched off my engine, focusing on taking another attempt at making my dream game
Working hard and hopefully I can have a player controller scripted in AngelScript with some collisions and whatnot