Adam Marrs
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
@nicolas-lopez.bsky.social
Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
@localthunk.com
Creator of Balatro ( @playbalatro.com ) Business and Media Inquiries: balatro@playstack.com Blog: localthunk.com Direct contact: localthunk.contact@gmail.com 🇨🇦
@jcgt-announce.bsky.social
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
@icare3d.bsky.social
Research scientist in Computer Graphics at NVIDIA Research. This is a personal feed, opinions are my own. @icare3d@mastodon.gamedev.place
@diracd.bsky.social
Senior Manager on the NVIDIA rtcore team. PewPew rays. Personal account, speaking for myself. he/him.
@amihutz.bsky.social
Rendering Software Engineer tracing rays at NVIDIA | PhD Comp Sci | x-R&D at The Foundry entangling render delegates in Pixar USD | opinions - my own ▴ https://linktr.ee/amihutz ▴
@momentsingraphics.bsky.social
Graphics researcher at TU Delft. Formerly Intel, KIT, NVIDIA, Uni Bonn. Known for moment shadow maps, MBOIT, blue noise, spectra, light sampling. Opinions are my own. https://MomentsInGraphics.de
@khronos.org
Khronos royalty-free open standards for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Machine Learning, and Vision Processing. 🦋 Official account: https://www.khronos.org
@nathanhoobler.bsky.social
Pixel Pusher and Digital Illusionist @ Nvidia All opinions my own
@mattnava.bsky.social
Creative Director of Sword of the Sea, The Pathless, and ABZÛ. Art Director of Journey and Flower. Natural history/dinosaur enthusiast. mattnava.com
@rafcolantonio.bsky.social
President and Creative Director of Wolfeye Studios. Founder of Arkane Studios (Dishonored, Prey). Also band member of Weird Wolves
@aras-p.bsky.social
Programmer. Worked on Unity game engine 2006-2021. Now mostly working on Blender. Primarily over at mastodon.gamedev.place/@aras
@maxliani.bsky.social
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike. I mostly post stuff about light transport simulation, and my hobby project Workbench.
@halogenica.bsky.social
Game Development at Epic. Formerly Halo, Intel, and Indie dev. Opinions are my own.
@marcussvensson.bsky.social
Senior Rendering Engineer at Embark Studios. Worked on THE FINALS, ARC Raiders, Contraband, Rage 2 and Just Cause 4. Based in Malmö, Sweden.
@seblagarde.bsky.social
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
@glassner.com
I write, draw, and make music. Also computer and math stuff. Seeker of wisdom, creativity, kindness, and roasted garlic 🏳️🌈 🇨🇦
@tszirr.bsky.social
Research@NVIDIA. Into CG/rendering, ML, ergonomic programming, efficient (high-perf) SW design. Formerly Intel, demos, space warping. :) He/him 🏳️🌈 Opinions are my own. https://alphanew.net
@marcosalvi.bsky.social
Computationally responsible deep learning and real-time graphics research @ NVIDIA. Personal opinions only.
@dachsjaeger.bsky.social
Ray Tracing Radical, Turok Technophile, Crysis Cultist, Motion Blur Menace and PC Police Officer for @Digitalfoundry. Wird auch Hermann genannt.
@craigkolb.net
Rendering research @ NVIDIA by day, computational astrophotography by night. ex-Pixar, Intel, startups, Stanford, Princeton. "Literally the worst Dad EVER!!!11!” https://github.com/cek
@pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
@jendrikillner.bsky.social
Senior Rendering Programmer at Sony Santa Monica Studio 📷 http://instagram.com/jendrikillner/ 📑 https://www.jendrikillner.com
@caffeineviking.net
Senior Graphics Programmer at Remedy Entertainment's Northlight rendering team. I post about real-time computer graphics, GPUs and code optimization. Fantasy and sci-fi book aficionado and anime/manga connoisseur. 日本語OK!
@willusher.io
Scivis, raytracing and graphics at https://www.luminarycloud.com/ by day. ChameleonRT (http://chameleonrt.com) & WebGPU by night Site: https://www.willusher.io/ @willgfx@mastodon.social
@emanuelm.bsky.social
Principal Engine Programmer at Epic Games | These are my personal opinions | He/Him
@paulpenson.bsky.social
Lead graphics programmer at Playground Games. Passionate about great games and great graphics. Opinions and comments are my own.
@wolfgangfengel.bsky.social
Graphics Programmer, CEO at The Forge Interactive https://theforge.dev/ https://github.com/ConfettiFX/The-Forge
@boksajak.bsky.social
Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
@warheart.bsky.social
Principal Graphics Programmer at Creative Assembly. Alien: Isolation Sequel. Prev. Hyenas, Halo Wars 2. Views are my own.
@kostasanagnostou.bsky.social
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
@gpuopen.bsky.social
We're the #gamedev home for AMD FidelityFX™ effects inc. FSR, Radeon™ Developer Tool Suite, VMA, AMF + more.
@gabrielsassone.bsky.social
🇮🇹(Life Lover/Life surfer) Principal Rendering Engineer @multiplayerdev.Guitarist in RomeInMonochrome.Ex ReadyAtDawn, Codemasters, Avalanche and others. Only personal views here.
@miguel-oenp.bsky.social
Senior Rendering Engineer @ Epic Games. Former Striking Distance Studios (The Callisto Protocol), Avalanche Studios. Author of GPU Reshape!
@mrzyanide.zyanidelab.com
Ray tracing addict. ReSTIR enthusiast. RTXing Jedi Outcast / Academy.
@wjakob.bsky.social
Associate professor leading EPFL's Realistic Graphics Lab. My research involves inverse graphics, material appearance modeling and physically based rendering
@phammer.bsky.social
principal engine programmer @ id software | graphics & engine code for idTech | DOOM: The Dark Ages | opinions are my own
@baldurk.bsky.social
Working on RenderDoc (https://github.com/baldurk/renderdoc) a PC graphics debugger.
@bigevilboss.bsky.social
Lead Programmer on Red Dead Redemption for PC/Switch/PS4 @ Double Eleven. Also creator of Tanglewood for SEGA Genesis. Graphics programming, game engine architecture, optimisation. Ex-Crytek/TT Games.