Pjbomb2
Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. I enjoy chatting/messages! Always looking for new opportunities
Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
@unitycoder.com
Programming mostly Unity stuff. UnityLauncherPro, Point Cloud Viewer..*My links: https://gist.github.com/unitycoder/5f7d1b22bef2901899e9da69519de581
@jiayincao.bsky.social
Senior Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
@gpuopen.bsky.social
We're the #gamedev home for AMD FidelityFX™ effects inc. FSR, Radeon™ Developer Tool Suite, VMA, AMF + more.
@shamanix.bsky.social
RealityCapture/Photogrammetry expert, C++/GLSL, TD @ CyberAgent Inc., Tokyo. All opinions are my own. Eng・日本語・Rus. Also @[email protected]
@evolve-benchmark.bsky.social
Created by ex-game devs, Evolve is an advanced GPU benchmarking tool for performance verification and power efficiency https://www.evolvebenchmark.com
@chunkdev.bsky.social
Building ChunkCity - an Infinite City Builder for PC & mobile 💻📱. Based on a custom engine using #Kotlin and #libGDX
@tomasweisss.bsky.social
Unity Generalist and Tech Artist at Promethist.ai Computer Graphics student at FIT CTU XR enthusiast | aspiring graphics programmer | 22
@guycalledfrank.bsky.social
Graphics programmer, indie game developer. Developed Bakery (a GPU lightmapper) and some other tools. Ex-PlayCanvas engine dev. Working on Faded: https://linktr.ee/fadedthegame Other stuff: https://ndotl.wordpress.com/cv/
@seblagarde.bsky.social
Senior Principal Graphic Engineer at Infinity Ward. Previously Unity, Frostbite, Dontnod, Darkworks, Neko. http://seblagarde.wordpress.com
@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/
@m4xc.bsky.social
Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics. https://m4xc.dev/
@krisp.bsky.social
azra reyes she/ae/it | adult | ΘΔ ✦ technically an artist, probably a deer ✦ art server: https://discord.gg/3rRKaWvY7S ✦ pfp/banner by @rueghost.bsky.social
@makramd.bsky.social
⚠️Actively looking for work⚠️ Freelance & Consulting work. Photogrammetry Environmental tech artist GFX & rendering historian http://www.artstation.com/makram https://mastodon.gamedev.place/@makram
@zeux.io
Previously: technical fellow at Roblox meshoptimizer, calm, volk, pugixml, niagara, qgrep, Luau https://github.com/zeux https://zeux.io
@tuankuranes.bsky.social
cpu, gpu @sketchfab @fab @epicgames Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs Only cpu/gpu/dev/gamdev/vfx content
@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
@mjp123.bsky.social
Lead Rendering Programmer at Sony Santa Monica Studio. Formerly Engine Lead at Ready At Dawn Studios. Chief Graphics Meme Officer for the entire internet. https://therealmjp.github.io/
@vickiferguson.bsky.social
Principal Technical Director @ Respawn Formerly EA, Ubisoft
@yiningkarlli.bsky.social
Rendering Engineer at Disney Animation working on Disney's Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own. https://www.yiningkarlli.com https://mastodon.gamedev.place/@yiningkarlli
@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
@mikkomononen.bsky.social
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene. https://github.com/memononen
@mrbepe.bsky.social
@pixelsnafu.bsky.social
Graphics/Engine Programmer. Prog metal nerd. https://www.shadertoy.com/user/piyushslayer
@bottosson.bsky.social
Making Island Architect, a cosy town building game. Also game programming teacher and consultant. Previously 10 years at Frostbite and EA DICE. Creator of Oklab. Whishlist now! https://store.steampowered.com/app/3079100/Island_Architect
@lisyarus.bsky.social
He/him I teach computer graphics and make games Working on a medieval village building game: https://youtube.com/playlist?list=PLSGI94QoFYJwGaieAkqw5_qfoupdppxHN&cbrd=1 Check out my cozy road building traffic sim: https://t.ly/FfOwR
@limepixl.bsky.social
Software Engineer that is passionate about computer graphics, light transport theory and rendering. he/him/them https://limepixl.github.io
@jbakergraphics.bsky.social
Engine Programmer @idSoftware (personal account) BSEE CpE - C++/OpenGL/Voxels/SDFs/Pathtracing/GPU Compute Co-organizer of Graphics Programming Virtual Meetup Project writeups, blog posts: https://jbaker.graphics/index.html
@pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
@createthematrix.bsky.social
Associate Principal Graphics Programmer @ Rockstar Games. ex Dreamworks. Max Payne 3, GTA 5, RDR 2, The Bad Guys, GTA 6. All tweets are personal opinions.
@gaxil.bsky.social
Senior R&D engineer at JangaFX, Techart lecturer at HEAJ-Belgium and eurorack enthusiast
@ionutnedelcu.bsky.social
Staff Graphics Engineer at Unity Technologies. Working on ray tracing support with DX12/DXR. https://github.com/INedelcu
@sebaaltonen.bsky.social
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
@h3r2tic.bsky.social
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
@iquilezles.bsky.social
Math & Art Videos. * https://youtube.com/Inigo_Quilez * https://iquilezles.org Created Shadertoy, Pixar's Wondermoss, Quill, and more.
@aras-p.bsky.social
Programmer. Worked on Unity game engine 2006-2021. Now mostly working on Blender. Primarily over at mastodon.gamedev.place/@aras
@michael-moroz.bsky.social
Love physics simulations and rendering algorithms. Currently work at ZibraAI as Lead 3D Research Engineer. Discord: misha.m. michaelmoroz.github.io/about/
@nyalloc.bsky.social
Senior Graphics Programmer at Rockstar North, ex. AMD. Music gear hoarder and cat enthusiast. Views and opinions are my own etc etc
@lesleylai.info
I organize @gpvm.bsky.social lesleylai.info/ mastodon.gamedev.place/@lesley
@nathanhoobler.bsky.social
Pixel Pusher and Digital Illusionist @ Nvidia All opinions my own
@vrkomarov.bsky.social
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg) Here I post about computer graphics and my engine/renderer mastodon.gamedev.place/@VrKomarov https://x.com/VrKomarov
@shcreations.bsky.social
Developing Blender and Unreal Engine assets: Store links here: https://linktr.ee/shcreations Discord community: https://discord.gg/RTr9VwqDNF
@acmarrs.bsky.social
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
@ben.graphics
{ physically-based, differentiable, neural } ⨯ Rendering PhD candidate @tsawallis.bsky.social's Perception Lab 中文也可以⋯ / 日本語の学生です… (he/him)
@ssteinberg.xyz
Assistant Professor @UWaterloo CS rendering, light transport & optics PhD @UCSB, MSc @WeizmannScience, formerly @Crytek @NVIDIA. 🇮🇱🇨🇦✡️ ssteinberg.xyz
@freya.bsky.social
🎮 indie tech artist 🏗️ I made Shader Forge & Shapes 🌐 working on https://half-edge.xyz 🔥 shader sorceress 📏 math dork 🎥 rare YouTuber/streamer 📡 ex-founder of @NeatCorp my kids: 🥪 @toast.acegikmo.com 🥗 @salad.acegikmo.com 🐈⬛ @thor.acegikmo.com