Senior Rendering Engineer on Frostbite and (very)amateur photographer

Cologne, Germany
Joined April 2010
Kyle Hayward retweeted
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-mainten…
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It was great to make a tech video that finally has a positive story for PC. But based on the comments under it on YT, you would presume that Dragon Age The Veil Guard might be responsible for some heinous crimes against humanity based on the vitriol there. Many comments...
The AAA norm is to release half broken on PC. Dragon Age: The Veilguard bucks this trend offering a PC-tailored user experience that scales well above the consoles. You will spend your time staring at its slick hair rendering and not at a frame-time graph. youtu.be/OjawnIC81nE
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Replying to @DiedeApers
@DiedeApers from @FrostbiteEngine is sharing production-proven real-time global illumination technique GIBS at #rtradvances @siggraph 2024
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#rtradvances @siggraph continues with Simon Taylor from @FrostbiteEngine talking about their flexible and extensible shader authoring with Serac
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Kyle Hayward retweeted
Fantastic collaboration between the Seed, Frostbite and our College Football engineering, art and tech art teams! @GraphicsRunner @staerlor @DiedeApers
Global Illumination Based on Surfels (GIBS) is now powering games like @EASPORTS College Football 25! Learn how this real-time global illumination tech helped developers and artists realize their vision for the return of a beloved franchise. #CFB25 ea.com/technology/news/gibs-…
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Kyle Hayward retweeted
Check out this awesome paper from SEED on how to tailor the frequencies of rendering noise to improve image denoising in real time rendering. The paper is being presented next week at @I3DCONF in Philadelphia ea.com/seed/news/spatio-temp…
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Kyle Hayward retweeted
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… #gamedev #jobs
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Do you love working on rendering backends and graphics abstraction layers? We're hiring for our Render Core team ea.gr8people.com/jobs/179372…
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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!!😅
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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.
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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.
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Kyle Hayward retweeted
It's time to RIG up. #DeadSpace is available NOW! ⬇️ go.ea.com/Kc8b9
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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.
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Holiday project: adding ray tracing to NFS: Underground 2. With some help from Reshade and D3D9on12 :-)
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Another bucket list track, Spa! :-D. One of my favorite tracks in so many racing games. It's cool to finally be able to drive it in real life :-) youtube.com/watch?v=8qKiO1XU…
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