Hüseyin retweeted
Scorsese and Spielberg talking about where to put the camera.
nitter.cf/tj_mackey432/status/14…
Hüseyin retweeted
The PowerPoint deck and also a PDF with speaker notes from my GDC talk are now available!
Want to learn more about Nanite’s GPU-driven material pipeline, its core components, and how they fit into the system’s overall design?
Download the slides from our GDC 2024 presentation here! epic.gm/nanite-gpu-driven-ma…
Hüseyin retweeted
“Low-level thinking in high-level shading languages” is in my top 3 most influential presentations, one that changed the way I think about shader programming. 2023 was the 10th anniversary so I tried a quick refresh and discussed developments since. interplayoflight.wordpress.c…
Hüseyin retweeted
Coverage Bitmasks for efficient Rendering Algorithms (video and slides)
ea.com/seed/news/coverage-bi…
Check out the references - lots of interesting work
@seed
Hüseyin retweeted
The free web version of "Physically Based Rendering: From Theory To Practice" is now based on the 4th edition of the book. Enjoy! (Link: pbr-book.org)
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Behind the pretty frames of #DeathStranding. Breaking down some tricks and hidden gems of #KojimaProductions's renderer.
i hope you enjoy & find this ~5 months worth of freetime article useful 🙃... i had FUN!!!! 👶🐋🌧️🪱
mamoniem.com/behind-the-pret…
Hüseyin retweeted
My GDC talk got uploaded to YouTube! youtube.com/watch?v=Ibe1JBF5…
If you have any questions about grass rendering in Ghost of Tsushima, feel free to ask :)
Hüseyin retweeted
How many lights are too many lights in a scene? New blog post where I (hopefully) explain why ReSTIR is good for you.
zyanidelab.com/how-to-add-th…
Hüseyin retweeted
I'd like to start the new year strong with a post. Hope you enjoy it! It's my first big post that isn't an analysis and feedback is more than welcome.
Temporal AA and the quest for the Holy Trail
elopezr.com/temporal-aa-and-…
Hüseyin retweeted
New Blog Post: Optimizing AMD FSR for Mobiles. Described how we optimized FSR greatly on an iPhone 12 without sacrificing too much image quality. @jendrikillner
atyuwen.github.io/posts/opti…
Hüseyin retweeted
Beautiful dynamic GI, flexible decals and other nice rendering details in a rendering offer you cannot refuse.
The Rendering of Mafia: Definitive Edition
elopezr.com/the-rendering-of…
Hüseyin retweeted
the Bézier video is now out!! 🎉
I've spent the last month working on this - I hope you'll like my audiovisual exploration of these math noodles! 💖
youtube.com/watch?v=aVwxzDHn…
Hüseyin retweeted
New Post: Decoupled Visibility Multisampling. Continuing the visibility trend, this time we're rendering 8x MSAA visibility, extracting a 1x GBuffer, and dilating the lighting back onto visibility for MSAA-style edges. filmicworlds.com/blog/decoup…
Hüseyin retweeted
This is my brief analysis of #Nanite in UE5. I'm still reading the source so if I made mistakes please forgive me, I will update this page. If you have better ideas please share.
notion.so/Brief-Analysis-of-…
Hüseyin retweeted
.@_HEALTH_ x NIN
Isn’t Everyone
found.ee/ISNTEVERYONE
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Put together a list of all the frame breakdowns I could gather online: rendering analysis for 20+ recent games.
Let me know if I missed something.
adriancourreges.com/blog/202…
Hüseyin retweeted
(hallucinations on) The rendering of #Cyberpunk2077 This took way too long. An entire day just to write it up, it's past midnight, time to sleep. Enjoy! c0de517e.blogspot.com/2020/1…
Hüseyin retweeted
New "Painting with Maths" (loooong) video in Youtube:
youtube.com/watch?v=8--5LwHR…
Made in Shadertoy (raymarched SDF): shadertoy.com/view/WsSBzh
#Mathematics #SDFs #raymarching #procedural #shader





























