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Thomas Manceau proslijedio/la je Tweet
LunarG is hiring! If you want to be part of the new Vulkan API and it's success, we have the job for you.
@LunarGInc@VulkanAPI Click here for more info... http://bit.ly/GSWESC119 pic.twitter.com/xoAvSVeLQ2
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Thomas Manceau proslijedio/la je Tweet
The Game Engine Black Book: DOOM will ship on December 10th 2018 for its 25th release anniversary. You can pre-order it on Google Play: https://play.google.com/store/books/details/Fabien_Sanglard_Game_Engine_Black_Book_DOOM?id=wel6DwAAQBAJ …. Working on the paper edition and kindle edition so they ship on the same day.
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Thomas Manceau proslijedio/la je Tweet
"How does a GPU shader core work?", a talk I just gave for junior employees here. Basically an almost exact copy of
@kayvonf Siggraph'08-10 BPS course material. http://aras-p.info/texts/files/2018Academy%20-%20GPU.pdf …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Thomas Manceau proslijedio/la je Tweet
Sketchfab is hiring new talents to work with me and a beautiful team:
Back-end web - Paris
DevOps - Paris
3D Graphics Engineer - Paris
Sales - New York
And others open positions
Languages:
or
http://bit.ly/jobs-sketchfab
RT appreciated.pic.twitter.com/loEZFb2Gtl
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Thomas Manceau proslijedio/la je Tweet
The appleseed development team is proud to announce the release of appleseed 2.0.0-beta, featuring way too many new features and improvements to fit in a single tweet! Announcement, downloads and release notes: https://appleseedhq.net/#latest-news
#opensource#vfx#cgi#b3dpic.twitter.com/53xrPKCeig
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Thomas Manceau proslijedio/la je Tweet
Let's remove Quaternions from every 3D Engine? (Intro to Rotors) https://youtu.be/syyK6hTWT7U via
@YouTube@mrdoob@alteredq@iquilezles@ShadertoyHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Thomas Manceau proslijedio/la je Tweet
Attendees of
#SIGGRAPH2018 can see the first public demonstration of@OpenXR with#VR headsets from#StarVR and@Microsoft showing the portability of OpenXR across multiple hardware running on@UnrealEngine 4 http://khr.io/qu pic.twitter.com/v3PsZSKe57
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Thomas Manceau proslijedio/la je Tweet
The Weta rendering team’s paper on Manuka is now online as well! I really love this one in particular; out of the 5 TOG rendering papers, Manuka is probably the most different from the others and has some really clever out-of-the-box thinking! https://dl.acm.org/citation.cfm?id=3182161 …
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Thomas Manceau proslijedio/la je Tweet
Finally getting somewhere with foam and flowmaps. Alright, time to pause and write a small blog post before I forget everythingpic.twitter.com/LYU2C6Ds60
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Thomas Manceau proslijedio/la je Tweet
Our ACM TOG paper, “The Design and Evolution of Disney’s Hyperion Renderer”, is now published! Official version: https://doi.org/10.1145/3182159 . Disney Animation website version coming soon; in the meantime, here’s a personal copy: https://www.yiningkarlli.com/projects/hyperiondesign.html …
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Thomas Manceau proslijedio/la je Tweet
I wrote a thing about graphics engine architecture! Go read it now! http://www.gijskaerts.com/wordpress/?p=98 (I'll get some nicer permalinks set up soon).
#gamedev#graphicsdevHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Thomas Manceau proslijedio/la je Tweet
In case someone is looking for a nice GLSL syntax highlighting, auto-completing, live error-checking extension for Visual Studio, this one looks pretty good:https://github.com/danielscherzer/GLSL …
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Thomas Manceau proslijedio/la je Tweet
"Progressive Multi-Jittered Sample Sequences", EGSR 2018 (CGF paper track): https://graphics.pixar.com/library/ProgressiveMultiJitteredSampling/ … plus a supplementary tech report on disk sampling: https://graphics.pixar.com/library/DiskLightSampling/ …
#EGSR2018Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Thomas Manceau proslijedio/la je Tweet
Here's GLSL code to importance sample the D term of the imageworks sheen BRDF. See http://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_sheen.pdf … or https://knarkowicz.wordpress.com/2018/01/04/cloth-shading/ … by
@knarkowicz for a good summary. Hope my math is right!pic.twitter.com/EgYyWwqd5U
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Thomas Manceau proslijedio/la je Tweet
Just published all the details of our SIGGRAPH 2018 paper on automatically cleaning up motion capture data! http://montreal.ubisoft.com/en/robust-solving-of-optical-motion-capture-data-by-denoising/ …pic.twitter.com/Fup35vzcpK
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Thomas Manceau proslijedio/la je Tweet
Course notes and slides for our Voxels DAG Course at
#EuroGraphics2018 are up!http://vic.crs4.it/eg2018-tutorial-voxels/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
New Appleseed release with a lot of fun features.https://twitter.com/appleseedhq/status/992102268689354752 …
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Thomas Manceau proslijedio/la je Tweet
Look At RenderMan 22 and beyond (Major geek out alet) - (No spoilers - except the new Incredibles 2 film is awesome!) https://www.fxguide.com/featured/look-at-renderman-22-and-beyond/?utm_source=twitter&utm_medium=social&utm_campaign=SocialWarfare … via
@fxguidenewsHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Thomas Manceau proslijedio/la je Tweet
The Red Paper Boat Story, a beautiful project by Giuseppe Lucido, rendered with appleseed: https://zaldor.artstation.com/projects/vGLnv pic.twitter.com/ejjQL7EUMx
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Thomas Manceau proslijedio/la je Tweet
Generating Random Segments from Non-Uniform Distribution. I wrote several algorithms to do that: https://hal.archives-ouvertes.fr/hal-01745725/file/GeneratingRandomSegments_slides.pdf … The motivation is Monte Carlo integration. In some cases, using segments instead of points can dramatically improve convergence.pic.twitter.com/aNGaqW9KRA
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