Opens profile photo
Follow
Ayoub
@AyoubKhammasi
Software Development Consultant Previously Graphics Programmer
Berlingithub.com/AyoubKhammassiJoined April 2018

Ayoub’s Tweets

Most of the work involved handling assets (Parsing JSON (Not fun), importing OBJs and PNGs, and creating weight textures and materials). The fun part however was finding ways to optimize the MLP network shader code.
5
Show this thread
This one was only seen by 50 people, so here's a retweet for better reach🤷‍♂️
Quote Tweet
A while ago, I got to work on implementing mesh subdivision in our custom photogrammetry pipeline and I found it interesting enough to write a short article about the algorithm and some of the issues that I had to fix. So here it is! #Mesh #subdivision medium.com/@ayoub.khammas
1
*Note to self*: If VS IDE notifies you that there's an update ready to be installed, don't do it! You'll waste 1 hour waiting for UE4 to be recompiled with the slightly newer version of MSVC.
2
Alrighty, part 3 is done. I finally found time to work on the series again. This article covers how #UnrealEngine mirrors mesh data from Game Thread to Render Thread using a scene proxy and its implementation details for a custom mesh component. Article:
3
My work with led to a custom Mesh Component in . This allows for custom vertex layout, vertex shader, and resources without editing the source code. So I started a 'How To' post series. Part0: medium.com/realities-io/c Part1: medium.com/realities-io/c
Image
20
Graphics Twitter, quick question. Do you use custom binary formats for your 3D assets? If yes, do you need multiple vertex layouts or you use one layout for all the assets?
5
1
Day 4: Converging First experiment with inverse rendering using Mitsuba2. The renderer keeps changing the differentiable parameters (The reflectance colors of the left and the right wall in this case) until it converges to the provided target image. #mitsuba #inverse #render
Embedded video
0:10
110 views
1
1