Chair Raving Graphics Programmer https://xitter.cf/t.co/CNZdO3jUIc

Copenhagen
Joined July 2009
Our presentations on how @Playdead made INSIDE now has a home github.com/playdeadgames/pub…
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Recent followers might enjoy this short video demonstrating my recent "remaster" of the 30 year old physics prototype which was the basis of the physics in #GrandTheftAuto See more at: patkerr.co.uk/2d-vehicles/
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Mikkel Gjoel retweeted
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated! Project started 10 years ago; excited for the years to come! github.com/zeux/meshoptimize…
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Alwan 2.0.0 is out. Colour science in pure C11, first public release. Almost a year! No dependencies. f32 and f64 in one binary. A core that compiles unchanged as C, HLSL, GLSL and Halide. MIT. github.com/soufianekhiat/alw… 1/28
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NoGraphicsAPI is released (MIT license)! It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk. github.com/sebbbi/NoGraphics…
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HDRView 2.5 is available! Lots of new features, including support for DDS textures and animated GIF/JXL/PNG files, a new animation/playback mode, new blackpoint/offset option when tone mapping, and many UI improvements. github.com/wkjarosz/hdrview/…. #HDR, #HDRI, #dearimgui
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Carbon has powered the worlds of EVE for more than two decades. Today, we're opening it to the world. github.com/carbonengine Read how and why we're open-sourcing Carbon: and what it means for developers, creators, and the future of game development. fenris.com/news/2026/fenris-…
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Mikkel Gjoel retweeted
meshoptimizer 1.1 is out! Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate. Boosts and repository stars are welcome! github.com/zeux/meshoptimize…
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The talk @RundlettGabe and I gave at GPC in November last year is finally out. I talk about the voxel rendering techniques we use in Teardown and Gabe covers the rendering in our new engine. Enjoy! youtube.com/watch?v=IM1Dr98f…
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Mikkel Gjoel retweeted
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-slu…
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The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: blog.voxagon.se/2026/03/13/t…
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Mikkel Gjoel retweeted
Graphics Programming Conference 2025 presentation recordings are now online: youtube.com/watch?v=iRVLKiuu…
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Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages youtu.be/fXakIV1OFes?t=1578 Great talk by idSoftware mentioning: "ShaderPrintF, ShaderAsserts and ShaderPrimitive Drawing" You can have similar functionality in any engine using HLSL/GLSL: github.com/electronicarts/Sh…
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Mikkel Gjoel retweeted
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/20…
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Mikkel Gjoel retweeted
Presentations slides from Graphics Programming Conference 2025 are now online graphicsprogrammingconferenc…
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youtu.be/vDByyuwT7Q4 - Gain an understanding of why PC game graphics pixel quality is stuck in the uncanny valley even in if shading and animation quality rise above
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New article! What do you do when profiling your code shows the slowdown isn't in your code, but deep in the kernel? Why, you grab the kernel source and go spelunking. How a routine profiling session turned into a Linux kernel patch: rovarma.com/articles/from-pr…
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Siggraph 2025 “Advances in Real-Time Rendering in Games Part II” recording is now available. It includes my lecture “Fast as Hell: idTech8 Global Illumination”. dl.acm.org/doi/10.1145/37212…
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My second blog post on spectral rendering is out. This one explains how to use wavelength importance sampling to minimize color noise while limiting the overhead to 0.3 ms and how to make BRDFs spectral. momentsingraphics.de/Spectra…
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this…
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