rendering @ chaos. homepage: pablode.com
GPU Software Architect at Arm. Previously, Unity, PlayStation, and Qualcomm.
My opinions do not represent any of my current or past employers.
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Senior Rendering Programmer @ Epic Games. Currently working on Nanite.
Lead graphics programmer @AMD, previously SIE R&D (PlayStation). Opinions are my own. He/they.
🔗 gboisse.github.io
Senior Graphics Engineer, Light Transport @unity.com.
Check out my stuff at http://github.com/pema99 and https://pema.dev
Interested in all things graphics, VR, language dev and functional programming.
@pemathedev on Twitter/X.
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
Tech Director at Assemble Tech Ltd. with a fondness for shiny graphics and good engineering.
Formerly Activision Central Tech & Bizarre Creations.
he/him
shadertoy.com/user/P_Malin
https://blog.mousefingers.com/
https://www.pouet.net/user.php?who=105060
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
Procedural@Epic. Gazing out in awe.
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.
📍 Turku, Finland
🔗 https://runevision.com
https://www.youtube.com/c/runevision
https://mastodon.gamedev.place/@runevision
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg)
Here I post about computer graphics and my engine/renderer
mastodon.gamedev.place/@VrKomarov
https://x.com/VrKomarov
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
R&D Rendering Engineer - Snowdrop 3D Programmer @ Ubisoft
Graphics programmer at Unity. Opinions are my own.
Graphics (VR/AR) at Apple.
Associate professor leading EPFL's Realistic Graphics Lab. My research involves inverse graphics, material appearance modeling and physically based rendering
Senior Graphics Programmer @ Behaviour Interactive
previously @ Gameloft
he/him
<3 graphics/physics/math/comics
turbo-nerd
🇮🇹(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarist in RomeInMonochrome.Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.
Gfx coder and chip designer. He/him/3Dlabs/Muckyfoot/RAD/Valve/Oculus/Intel/Rec Room/Riot.
mastodon.gamedev.place/web/@TomF
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
synth tinkerer (plinky); nvidia research (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Program coordinator Game Development at Digital Arts and Entertainment / Author of “Mathematics for Game creators” / Graphics Programmer / ADHD PI /
Principal Graphics Programmer @ Guerrilla, previously nursing pixels for HDRP at Unity and Rare Ltd. My opinions are my own, my employer doesn't want them
flashypixels.wordpress.com
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
Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus.bsky.social)
https://liveplusplus.tech
Graphics Engineer at Arm. Interested in GPUs, rendering and ML. Trying to render the best version of me.
Staff Graphics Engineer at Unity Technologies. Working on ray tracing support with DX12/DXR.
https://github.com/INedelcu
I write, draw, and make music. Also computer and math stuff. Seeker of wisdom, creativity, kindness, and roasted garlic 🏳️🌈 🇨🇦
PIX dev lead, DirectX @ Microsoft
Lead tech/graphics programmer at Guerrilla Games.
Senior Graphics Programmer R*
Also Hangar 13, Playground, Tt Games
Dei/Deum
Views/opinions my own, obviously
Rendering and Engine programmer. Now: Santa Monica Studio. Past: Deadpool, CoD:AW, Firewatch, God of War and Apex Legends. Opinions are my own.
Rendering at Respawn Entertainment. Previously Luxology, The Foundry, Google. Enthusiast landscape photographer (andrewhelmer.com/photography). All views my own. He/him.
Graphics Programmer @ Guerrilla Games
I make indie games, worked on Stelumi, Staxel, Starbound and a few other.
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
Light Transport PhD Student @ Charles University and Rendering Research @ Weta FX
Personal Website: https://dargouder.github.io/darryls-pixels/
All views/posts are my own.
Pronouns: he/him
accelerating rendering
ex Sains Row 3 Remaster, Enshrouded, Six Days in Fallujah
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
Graphics coder at Apple
Demoscener at Razor1911
www.aduprat.com
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
Senior Graphics Engineer @ Larian Studios
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
Founder, game maker, shader code baker.
Senior R&D engineer at JangaFX - main dev of GeoGen and Illugen, Techart lecturer at HEAJ-Belgium and eurorack enthusiast
Architect at Intel working on 3D graphics (previously at AMD doing the same)
Engineering Fellow at Epic Games. Author of Nanite.
Senior Graphics Programmer at Larian Studios
Guitarist 🎸, pianist 🎹, trying drums 🥁
🖤 Coding, science, cats, horror
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
Rust, graphics, voxels, skating
Working on volumes @traverseresearch
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.
Icelandic Graphics Programmer at ARM. He/Him.
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.
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
path tracing (LuxRender, Indigo, Corona, Redshift), fractals (Chaotica), maths, music 🕺, dogs 🐶
https://lyc.deviantart.com/gallery / https://lyc.deviantart.com/gallery/scraps
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!
Senior Rendering Programmer at Sony Santa Monica Studio
📷 http://instagram.com/jendrikillner/
📑 https://www.jendrikillner.com
Graphics programmer
@Ubisoft R&D on Snowdrop global illumination
Lead/Principal Engine Programmer | These are my personal opinions | He/Him
Chain swapping GPU hang detective @ Qualcomm | Ex-Unity (opinions mine)
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/
Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
Real-time and offline rendering, gamedev, GPU hw
Rendering Engineer at Traverse Research
Senior Graphics Programmer - @Guerrilla - Decima
https://simoncoenen.com/blog
graphic's program ¥ jungle & DSP ¥ Premodern MTG ¥ 百合愛好家 ¥ they/them
twitter.com/nnnnoby
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
Graphics Software Engineer. Currently at Plastic, previously at AMD, Intel, Microsoft, gamedev, television... Developer of VMA, D3D12MA, D3d12info projects.
Computer graphics, systems programming, general methods.
Working on robotics and AI at a startup in Copenhagen. Formerly Unity, Playdead, NVIDIA, Microsoft.
apoorvaj.io
📍Copenhagen
Graphics Programming @ Xbox
🎮 tech artist/shader sorceress/math dork
🌐 acegikmo.com
🎥 youtube.com/@acegikmo
🏗️ Shader Forge / Shapes / https://half-edge.xyz
📡 ex-founder of Neat Corp
my kids:
🥪 @toast.acegikmo.com
🥗 @salad.acegikmo.com
🐈⬛ @thor.acegikmo.com
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
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
the only good anime pfp acct · http://gpfault.net · http://github.com/nicebyte · http://nice.graphics
graphics & lighting @ naughty dog
3D graphics engineer specializing in mobile and AR. Author of “Metal by Example”
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/
Simulation and rendering nerd. Co-founder and CTO @JangaFX
Working on EmberGen and more.
Discord: vassvik @vassvik@mastodon.gamedev.place
Graphics / Game Developer 🏳️🌈
Senior developer at Microsoft. Demoscener. Babylon.js core team. Technical Emmy Award winner with Golaem. AFOL. Personal views here!
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
Rendering Engineer @ Traverse Research
Cycle saver and bit juggler
Artisan Cube Crafter
Vegan 🌱
she/her
‘lazy game dev’ or in other words: uses ray tracing.
principal engine programmer @ id software |
graphics & engine code for idTech | DOOM: The Dark Ages
opinions are my own
Engineering Fellow (Graphics) on Unreal Engine at Epic Games. Former BioWare, Frostbite, and SEED. (he/him)
Principal Systems Engineer. C++ Engine/Rendering nerd and UE5 enthusiast. Visual Assist MVP, Women in Games Ambassador. Climber and Alpinist trying to get back into shape