The official Universal-Sci Bluesky account - Providing you with a selection of the most interesting science-related news and background stories - https://www.universal-sci.com/
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
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
Ex-AAA Rendering+Optimisation Programmer
TechArtist, Designer. Stylized Art.
#indiedev #solodev #gamedev 🏳️⚧️🇸🇪
Shader Illusionist ✨
AssassinsCreed2 / FC2 / BF3 / MidnightClub 2+3
She/Her
mastodon.gamedev.place/@ChristinaCoffin
SIMD Sorceress
💼: Slang at NVIDIA: https://shader-slang.com
Slang WG Chair, Khronos
Past: Chrome, Android graphics at Google, 3D APIs at Transgaming
Fun: guitar/vox w/ https://youtube.com/@courtneysshotgunshack
👫: @meggsomatic.tv
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Engineering Fellow at Epic Games. Author of Nanite.
Procedural art nerd, ½ of Pounce Light with @h3r2tic.bsky.social, co-creator of #TinyGlade a diorama doodling game 🏰🌿 s.team/a/2198150 🏳🌈💟
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
Staff Software Engineer @DisneyStudios - Research and Innovation // pursuer of strange realities, art, shiny things // he/him ☿
Lead Rendering Programmer at Sony Santa Monica Studio. Formerly Engine Lead at Ready At Dawn Studios. Chief Graphics Meme Officer for the entire internet.
https://therealmjp.github.io/
🎮 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
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。
I write, draw, and make music. Also computer and math stuff. Seeker of wisdom, creativity, kindness, and roasted garlic 🏳️🌈 🇨🇦
real-time graphics, smooth surfaces, tools for filmmakers, virtual and augmented realities, other musical instruments, often baking pies.
Rendering Engineer at Autodesk.
Retired computer graphics researcher
Grandparent
Musical tinkerer
Pen plotter enthusiast
@TomDuff.mastodon.social
synth tinkerer (plinky); nvidia research (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
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
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/
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
Engineering Fellow at Epic Game. I love games, graphics and lighting.
https://knarkowicz.wordpress.com
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
Senior Lighting Technical Director @Netflix Animation Studios. I also build robots
Dad, geek, head of engineering at ynput.io, ex Ex-Machina / Mikros / Framestore / DNEG / Pixar RenderMan / Unity WetaTools. VES member. Open-source advocate.
Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.
RenderMan Artist at Pixar.
Maker of the Dragon Opener:
http://www.etsy.com/listing/1599850083/dragon-opener-limited-edition
Animation Director
Industrial Light + Magic
Menswear writer. Editor at Put This On. Words at The New York Times, The Washington Post, The Financial Times, Esquire, and Mr. Porter.
If you have a style question, search:
https://dieworkwear.com/ | https://putthison.com/start-here/
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
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
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
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
Associate professor leading EPFL's Realistic Graphics Lab. My research involves inverse graphics, material appearance modeling and physically based rendering
• Creator of Radical Pie equation editor, Slug Library, C4 Engine
• Math / gamedev author
• Geometric algebra researcher
• Former Naughty Dog, Apple, Sierra
Graphics & Society @ MIT CSAIL. Prev. Meta, Disney Research.
Yugo girl, mother of a half-dog, half-tornado, and a baby seal. 🐶🐶 she/her 🌈🌹
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/
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.
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