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  1. proslijedio/la je Tweet
    18. sij 2019.

    LunarG is hiring! If you want to be part of the new Vulkan API and it's success, we have the job for you. Click here for more info...

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  2. proslijedio/la je Tweet
    22. stu 2018.

    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: . Working on the paper edition and kindle edition so they ship on the same day.

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  3. proslijedio/la je Tweet
    20. stu 2018.

    "How does a GPU shader core work?", a talk I just gave for junior employees here. Basically an almost exact copy of Siggraph'08-10 BPS course material.

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  4. proslijedio/la je Tweet
    20. stu 2018.

    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 🇫🇷 ➡️ RT appreciated.

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  5. proslijedio/la je Tweet
    4. stu 2018.

    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:

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  6. proslijedio/la je Tweet

    Let's remove Quaternions from every 3D Engine? (Intro to Rotors) via

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  7. proslijedio/la je Tweet
    13. kol 2018.

    Attendees of can see the first public demonstration of with headsets from and showing the portability of OpenXR across multiple hardware running on 4

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  8. proslijedio/la je Tweet
    7. kol 2018.

    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!

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  9. proslijedio/la je Tweet
    4. kol 2018.

    Finally getting somewhere with foam and flowmaps. Alright, time to pause and write a small blog post before I forget everything

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  10. proslijedio/la je Tweet
    1. kol 2018.

    Our ACM TOG paper, “The Design and Evolution of Disney’s Hyperion Renderer”, is now published! Official version: . Disney Animation website version coming soon; in the meantime, here’s a personal copy:

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  11. proslijedio/la je Tweet

    I wrote a thing about graphics engine architecture! Go read it now! (I'll get some nicer permalinks set up soon).

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  12. proslijedio/la je Tweet
    19. srp 2018.

    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:

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  13. proslijedio/la je Tweet
    3. srp 2018.

    "Progressive Multi-Jittered Sample Sequences", EGSR 2018 (CGF paper track): plus a supplementary tech report on disk sampling:

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  14. proslijedio/la je Tweet
    20. lip 2018.
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  15. proslijedio/la je Tweet
    29. svi 2018.

    Just published all the details of our SIGGRAPH 2018 paper on automatically cleaning up motion capture data!

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  16. proslijedio/la je Tweet

    Course notes and slides for our Voxels DAG Course at are up!

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  17. 4. svi 2018.

    New Appleseed release with a lot of fun features.

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  18. proslijedio/la je Tweet
    2. svi 2018.

    Look At RenderMan 22 and beyond (Major geek out alet) - (No spoilers - except the new Incredibles 2 film is awesome!) via

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  19. proslijedio/la je Tweet
    29. tra 2018.

    The Red Paper Boat Story, a beautiful project by Giuseppe Lucido, rendered with appleseed:

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  20. proslijedio/la je Tweet
    17. tra 2018.

    Generating Random Segments from Non-Uniform Distribution. I wrote several algorithms to do that: The motivation is Monte Carlo integration. In some cases, using segments instead of points can dramatically improve convergence.

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