Kyle Hayward @GraphicsRunner
Senior Rendering Engineer on Frostbite and (very)amateur photographer graphicsrunner.blogspot.com Cologne, Germany Joined April 2010-
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Job Opening - Senior Rendering Engineer!🎉✨ We seek someone passionate about fast, anti-aliased, color-corrected, physically-based, subsurface-scattered shiny pixels to join us on our quest for the future of real-time graphics at @EA. ea.gr8people.com/jobs/183637/se… #gamedev #jobs
Do you love working on rendering backends and graphics abstraction layers? We're hiring for our Render Core team ea.gr8people.com/jobs/179372/se…
Soooo....I resigned at EA a month ago to start something new next week. I am on my engagement trip with my wonderful fiancee atm and just got word that I was layed off last night before I even started. So I NEED A NEW JOB now like ASAP!!😅
Recently integrated AMD's D3D12 Memory Allocator for a home project and it.... Just Worked^tm. Even for a 32-bit target. Took like 5 mins to integrate. thanks @Reg__ and everyone else working on it.
Latest progress on #rtNFS. Lots of shiny things :-D. Simple path tracer with mis, materials, shadows, transparency/transmission, simple temporal accumulation. Good enough I think to start on night time lighting.
It's time to RIG up. #DeadSpace is available NOW! ⬇️ go.ea.com/Kc8b9
Found time to work on #rtNFS (my ray traced need for speed hobby project). Got camera and instance transform extraction working. And buffer/texture binding. sm6.6 bindless is so much better than local signatures.
Holiday project: adding ray tracing to NFS: Underground 2. With some help from Reshade and D3D9on12 :-)
I guess I'll start lurking over here now. mastodon.gamedev.place/@graphicsrunner
🚨#HPG2022 is excited to announce our in-person reception co-located with #SIGGRAPH2022 in Vancouver. We will have a keynote by none other than @BrianKaris of Epic Games, who will talk about his journey to Nanite. More details and registration info here: highperformancegraphics.org/2022/in-person…
How do you handle dpi scaling in your windows game? Unaware? Scale ui only by dpi scale? Scale ui and backbuffer/window by dpi scale? Other?
Join @FrostbiteEngine Senior Rendering Engineer Sebastian Tafuri in 30 minutes to learn how their team integrated #DLSS in the latest #Battlefield installment, the challenges they encountered, and the solutions they learned. #GTC21
Come check out Filipe and Diede's talk about raytracing in Frostbite! It's been great working on raytracing with these two and all the other contributors.
Come check out Filipe and Diede's talk about raytracing in Frostbite! It's been great working on raytracing with these two and all the other contributors.
Wonder how @FrostbiteEngine integrated GPU-accelerated ray tracing—dealing with tens of thousands of objects, memory allocation patterns, acceleration structure updates, and multi-platform support—into their engine? Join @DiedeApers & Filipe Amim's #GTC21 session to find out.
SIGGRAPH 2021 Advances in Real-Time Rendering in Games: "Global Illumination Based on Surfels" by @staerlor @andreas_brinck @GraphicsRunner and @bxs3514: youtu.be/Uea9Wq1XdA4
Aras Pranckevičius �.. @aras_p
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3K Followers 2K Following Engineering Manager for Intel’s Ray Tracing Kernel Libraries team, RIT Adjunct, RTRT/PBR geek - she/her @[email protected]In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies. Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!
Job Opening - Senior Rendering Engineer!🎉✨ We seek someone passionate about fast, anti-aliased, color-corrected, physically-based, subsurface-scattered shiny pixels to join us on our quest for the future of real-time graphics at @EA. ea.gr8people.com/jobs/183637/se… #gamedev #jobs
I was displeased with our window glass looking like cardboard, so last night I hacked up simple "interior mapping" via shader silliness. Two parallax planes provide curtains and some blurry hints of an interior. Also: reflections via SSR + software ray tracing :3
Examining the impact of Alexs on the field of computer science sysnet.ucsd.edu/~abellon/pubs/… via TINRS
Check out the brilliant work of our Grenoble team that makes any rendering pipeline differentiable, even a large engine like Unity
I will be presenting our new work on differentiable rendering with @eric_heitz and @_Laurent at @I3DCONF next month. Very excited ! #I3D2024
Noisy clouds test with Sharc. Cache also helps a lot for clouds. Here I use heuristics (found it through trial and error) to increase quality and speed without compromising visuals. Beautiful cloud VDBs from @samuel_krug @bunnylever and Disney cloud
In hindsight, one of the absolute craziest things in my career is that Planetary Annihilation went from Kickstarter to shipped in just 2 years. Then we shipped PA Titans 1 year later. That's wild. I don't know how we did that. I don't think anyone ships in under 2 years now.
Finally, I got a nice atmospheric light scatter working for the world's that have atmospheres in my Galaxy. #indiedev @MonoGameTeam
GM Shaders Guest: Radiance Cascades @yaazarai helped me understand this new technique for global illumination, and now we're sharing what we know for all of you! mini.gmshaders.com/p/radiance-cas…
Just for funs I dug out a screenshot of Tiny Glade from a year ago. Well, I think it got a teeny bit shinier since then 😜
We're organizing a graphics programming conference in Europe: graphicsprogrammingconference.nl Less flying, more talking for us Europeans! If you're interested in speaking, sponsoring, or have questions, DM me or email the contact provided there. Retweets appreciated!
Fully pathtraced without RT cores in unity3D using truetrace 1.3 million triangles, 50k emissive triangles, 372 dynamic objects, 0 non-triangle light sources More stats and link to the lowpoly city used here in replies #unity3d #pathtracing
Took longer than anticipated but I just published a second post on my blog:) On the making of a PC demo, check it out! gboisse.github.io/posts/revision…
Performance comes from architecture. It’s not a thing you can bolt on at the last minute. It dies by a thousand small cuts, and thats not something you can fix a month before shipping. We’re no longer in the age of Icer Addis commenting out a PS2 syscall to get Madden to 16.666ms
Two ways to write software: 1. Performance first. Consider performance from the start. 2. Performance last. Make it work, make it right, then make it fast (if necessary). Poll: What's your typical approach?
I've done some graphics research lately and been tinkering with a new voxel renderer. It's pretty different from the one in Teardown, focusing heavily on GI. There are no explicit light sources in this scene (except for the sun), just emissive voxels.
"have you worked on any ... games?" - "yes, Crysis" - "so, what kind of game is Crysis?" ... I was surprise to encounter someone from the industry who doesn't know Crysis.
Hi SDF friends, here's a full rewrite about smooth-minimums (soft blends/unions), where I introduce Normalization, Kernels, a circular smooth-min and an analysis of several blend functions. Hope you enjoy it! iquilezles.org/articles/smin/ (new stuff starts about 1/3 into the article)
We're delighted to be supporting the launch of Microsoft Work Graphs 1.0 with a day-0 launch driver and updated samples 🎉 Find out more in our new GPUOpen blog: gpuopen.com/microsoft-work…
We're pleased to announce the release of Agility SDK 1.613.0, complete with features we'll be showcasing at GDC 2024. Get started today with the retail versions of Work Graphs, Shader Model 6.8, GPU Upload Heaps, and more! devblogs.microsoft.com/directx/agilit…