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…
4
70
1
334
16,291
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
100
216
8
4,953
251,279
Replying to @DiedeApers
@DiedeApers from @FrostbiteEngine is sharing production-proven real-time global illumination technique GIBS at #rtradvances @siggraph 2024
1
5
27
2,117
#rtradvances @siggraph continues with Simon Taylor from @FrostbiteEngine talking about their flexible and extensible shader authoring with Serac
2
41
4,465
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-…
3
8
2,610
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…
31
91
8,401
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
1
7
1
35
6,414
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!!😅
65
99
13
660
198,809
Kyle Hayward retweeted
It's time to RIG up. #DeadSpace is available NOW! ⬇️ go.ea.com/Kc8b9
722
2,221
432
17,245
2,678,157
🚨#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/…
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

1
3
13
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.

1
7
34
SIGGRAPH 2021 Advances in Real-Time Rendering in Games: "Global Illumination Based on Surfels" by @staerlor @andreas_brinck @GraphicsRunner and @bxs3514: youtu.be/Uea9Wq1XdA4
3
27
1
113
Join @FrostbiteEngine Senior Rendering Engineer Sebastian Tafuri at #GTC21 to learn how their team integrated #DLSS in the latest Battlefield installment, the challenges they encountered, and the solutions they learned.

1
3
1
14
Advances in Real-Time Rendering Part II for @siggraph 2021: slides are now live on advances.realtimerendering.c… for Lumen presentation by @DanielMakeGames, GI surfels solution by @staerlor @GraphicsRunner @andreas_brinck & Xiangshun Bei, and @jasminpatry about the @SuckerPunchProd
4
88
1
220
Kyle Hayward retweeted
SEED’s Henrik Halén (@staerlor) together with Andreas Brinck (@andreas_brinck), Xiangshun Bei (@bxs3514), and Kyle Hayward (@GraphicsRunner) present “Global Illumination Based on Surfels” at SIGGRAPH 2021. advances.realtimerendering.c… Wed 11 Aug 2021 – 9–12 PDT
10
38
Replying to @siggraph
@siggraph Advances in Real-Time Rendering in Games course line up here: advances.realtimerendering.c… - awesome program this year, themes of efficient upscaling, handling dense geometry, RTGI and large-scale worlds lighting, to name a few.
7
150
18
508
Kyle Hayward retweeted
Presentation for SIGGRAPH 21 by SEED’s Chris Lewin. Swish is a real-time machine-learning-based cloth simulation technique for games. It’s used to generate realistic cloth deformation and wrinkles for NFL player jerseys in Madden NFL 21. go.ea.com/Br2x3
2
33
2
63
I promise this will be the last Spellbreak announcement related retweet for at least the next 5 minutes.
This Post is from an account that no longer exists. Learn more
1
9