Prev: Creator of SculptrVR. I work on something else now. I like voxels, graphics, AR/VR, and code. I unfollow politics and selfies.

Boulder, CO
Joined October 2015
visionOS in REAL LIFE?! To pitch one of my Vision Pro app concepts to an online interior shop, we prototyped an idea we’ve had for a while: What if you could bring visionOS windows into the real world by printing them onto real frosted glass panels? Not only would this make for a fantastic marketing stunt, but it could also allow people to (kind of) experience these apps in stores without needing to wear a headset at all. Finding the perfect glass, turning a digital design into a printable layout, and producing it took many iterations. Each time, we had to reprint and refine the design, which took several months. For a single pitch, it was definitely too much work, but it was a fun experiment. Looking ahead, I can see this concept becoming the future of advertising Spatial Computing apps in the physical world.
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Announcing Voxel Plugin 2 Runtime Nanite Nanite Tessellation Runtime Lumen Unlimited Materials Release early 2025 #ue5 #gamedev #indiedev
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Nathan Rowe retweeted
WIP: This is magic! I'm walking around a bacteria cell in #AppleVisionPro!!! It's an atomistic cell model (you can see atoms when I get close to something). I just got this prototype working in @CellWalkApp's renderer. #science #biology #scicomm #education #gamedev #apple
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Finally made this shader work on #VisionPro.
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🤩Ok this is fun - some very pretty translucency effects can be achieved with the new blurred background shader graph node in Reality Composer Pro, on #applevisionpro beta. Reacts to your live pass through environment. ✨
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Nathan Rowe retweeted
*taps the sign*
Through-the-lens camera shots are a terrible way of evaluating VR headsets visual quality, and always have been. And in the age of foveated rendering and eye-tracked dynamic distortion correction, they're next to useless.
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I'm open-sourcing Voxel Plugin's Core! This includes a lot of utilities we use to make high performance code on top of Unreal, such as a TMap alternative that's roughly 2x faster. A ton of editor helpers are also included. github.com/VoxelPlugin/Voxel… 1/10 #ue5 #gamedev #indiedev
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Looking for an extremely fast hash table? Check out Excalibur hash. I wrote this hash table about two years ago but only now found some time to write a proper description and benchmark results 😀 github.com/SergeyMakeev/Exca…
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Nathan Rowe retweeted
Haven’t tried this yet but it’s an sbs video generator from any normal video, that you can run on your home pc. Make any video 3D and viewable on a Quest
Replying to @pvncher
Hey Eric, I took this idea and ran with it, learning a lot along the way. I made a simple Jupyter Notebook that people can run to generate and upload a sbs video to Quest. Dev can use whatever depth model (I tested with PatchFusion and Marigold).
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Would you like to join my team? We are hiring! I am seeking a Senior Graphics Software Engineer to join the Persona FaceTime team. In this role you will have the chance to implement cutting-edge real-time digital human rendering algorithms. jobs.apple.com/en-us/details…
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If Epic updates/amends the Unreal Engine EULA in the future, you have the choice whether to accept the updated terms, or continue with the current version with the software you already have. This is in the current EULA, available here: (Section 7.a.) unrealengine.com/en-US/eula/…
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Nathan Rowe retweeted
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This was the best aspect of the Apple Vision Pro keynote, I think I wish more companies did XR marketing like this. Get that CGI bullshit out of here
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After 5 years of being forced to make panels opaque due to performance limitations on Quest… it’s wild to see Apple like “nah everything HAS to be beautiful Gaussian blurs” The level of compute we’re being handed is a crazy leap forward. – at Manhattan, NY
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Part 1 of 𝙈𝙖𝙠𝙞𝙣𝙜 𝙂𝙧𝙖𝙮𝙨𝙠𝙪𝙡𝙡. Made entirely in VR using @SculptrVR on a PS4, this piece is based on Alfredo Alcala's early, pre-Filmation illustrations.
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Using Dyntopo in Blender to sculpt defined areas of the game world. Using a top-down bounds projection to sketch painted land textures. Experimenting with importing sculpted landforms from #SculptrVR on Quest 2. 🌕💀👻🎃🌠 #indiegamedev #NotSSGame #Blender3d #screenshotsaturday
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Yeah, it's confirmed... I LOVE #VR sculpting for organic forms, and definitely not going back to doing things the old way... My fav VR sculpting app so far is the deceivingly simple @SculptrVR , can't get enough of it! 🔥 (pics related) #XR #Oculus #OculusQuest2 #NFTart #NFTs
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Nathan Rowe retweeted
Interesting thread! Putting things in hardware usually just makes my life more difficult so I was happy to hear this.
Replying to @AmazingThew
Something life changing I learned early at NVIDIA is that "putting something in hardware" (creating an application-specific integrated circuit, ASIC) usually does not make a program faster. (thread):
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Nathan Rowe retweeted
This interview with @SculptrVR is one of the most authentic and hopeful takes on being a entrepreneur working with emerging hardware platforms: uploadvr.com/nathan-rowe-scu…
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