Peter Bay Bastian (@pbbastian) 's Twitter Profile
Peter Bay Bastian

@pbbastian

Graphics @ IOI, previously Unity. He/him. @[email protected]

ID: 10618122

calendar_today26-11-2007 15:55:52

261 Tweet

370 Followers

780 Following

Brian Karis (@briankaris) 's Twitter Profile Photo

Slides for "A Deep Dive into Nanite Virtualized Geometry" are now posted. Should cover everything you wanted to know about how Nanite works. advances.realtimerendering.com/s2021/index.ht…

Rune Skovbo Johansen →🦋🐘 (@runevision) 's Twitter Profile Photo

After 5 years in development... My game EYE OF THE TEMPLE is out NOW on Steam! Doing any of the following would mean SO MUCH: 🔁 Retweet & share 🔥 Step into the adventure ✍️ Leave a review after playing (this really helps a lot!) Check it out: bit.ly/EOTTsteam

Tom Stochastic | Making Tiny Glade 🏰🌿 (@h3r2tic) 's Twitter Profile Photo

Some people were curious, so here's a quick breakdown of lighting passes in the experimental branch of my toy renderer, where I play with ReSTIR and "surfel" irradiance caching: gist.github.com/h3r2tic/ba3930… 👨‍🔬🔥

Some people were curious, so here's a quick breakdown of lighting passes in the experimental branch of my toy renderer, where I play with ReSTIR and "surfel" irradiance caching: gist.github.com/h3r2tic/ba3930… 👨‍🔬🔥
Tom Stochastic | Making Tiny Glade 🏰🌿 (@h3r2tic) 's Twitter Profile Photo

ReSTIR sample validation makes global illumination snappy! 😲✨ (see research.nvidia.com/publication/20… by dydx et al.) // Runs every frame right now because I'm a hack. Also here: faster surfels via multi-scale mean estimation (as in PICA PICA).

rob cupisz (@robcupisz) 's Twitter Profile Photo

Here it is! Just released: Enemies A short film we’ve been working on for a while now on the Demo Team, here at Unity. Some notes on rendering in the 🧵 youtu.be/eXYUNrgqWUU #unity #gamedev

Here it is! Just released:

Enemies

A short film we’ve been working on for a while now on the Demo Team, here at Unity.

Some notes on rendering in the 🧵 

youtu.be/eXYUNrgqWUU #unity #gamedev
Poposition Press (@poposition) 's Twitter Profile Photo

Just got my copy of the @manifoldgarden 2xLP soundtrack. This won Best Vinyl Gatefold at the 2022 @makingvinyl awards! Thanks to iam8bit @williamchyr Mik | TheFourthFocus laryssa ➡️ 🦋 for making such a cool project happen! #paperengineering #vinylrecord #awardwinning #design

Tom Stochastic | Making Tiny Glade 🏰🌿 (@h3r2tic) 's Twitter Profile Photo

After 7 months of tinkering, I've finally pushed a major update to my toy #rustlang #Vulkan renderer `kajiya` 💡🥳 A new dynamic global illumination system using lots of ReSTIR brings larger scenes, quicker response, and less noise ✨ Juicy tech details: github.com/EmbarkStudios/…

Rasmus Rønn Nielsen (@raroni86) 's Twitter Profile Photo

In recent years there's been a lot of awesome GI solutions aimed at high-end GPUs, so I figured I'd try to instead make something aimed at weaker hardware like laptops and mobiles. Here’s a first view of my new realtime lightmapper running on a Macbook Air M1 (work-in-progress).

Nick Sharp (@nmwsharp) 's Twitter Profile Photo

Putting neural implicit surfaces to work demands standard queries like ray casting, intersection, mesh extraction, closest points, and more---we developed a new fast & accurate method! Check out this work with Alec Jacobson, at SIGGRAPH 2022 (w/ a Best Paper award!) 🧵👇 1/N

Putting neural implicit surfaces to work demands standard queries like ray casting, intersection, mesh extraction, closest points, and more---we developed a new fast & accurate method!

Check out this work with <a href="/_AlecJacobson/">Alec Jacobson</a>, at SIGGRAPH 2022 (w/ a Best Paper award!) 🧵👇 1/N
RJ Palmer (@arvalis) 's Twitter Profile Photo

The image sets these AI are trained on need to be public facing and opt in only. The onus needs to be on the AI devs to ethically source the images they train them with, not on the artists to keep cutting the head off the endless AI hydra appropriating our work.

ScienceInsider (@scienceinsider) 's Twitter Profile Photo

BREAKING: White House issues new policy that will require, by 2026, all federally-funded research results to be freely available to public without delay, ending longstanding ability of journals to paywall results for up to 1 year. Coverage coming on ScienceInsider.

BREAKING: White House issues new policy that will require, by 2026, all federally-funded research results to be freely available to public without delay, ending longstanding ability of journals to paywall results for up to 1 year. Coverage coming on <a href="/ScienceInsider/">ScienceInsider</a>.
Chucklefish (@chucklefishltd) 's Twitter Profile Photo

Having this help combined with a no-crunch policy + 4 day working week makes you feel like a true human being in the gaming industry.🧡 It's really fulfilling to have it and we hope other studios could consider doing the same for their teams in a difficult moment like this.

Sigma Sreedharan (@sigmas) 's Twitter Profile Photo

Tonight's #HarvestMoon rising behind #SpaceNeedle in #Seattle. The smoke in the air created a natural filter to make a usually tough exposure possible.

Tonight's #HarvestMoon rising behind #SpaceNeedle in #Seattle. The smoke in the air created a natural filter to make a usually tough exposure possible.
Yining Karl Li (@yiningkarlli) 's Twitter Profile Photo

Introducing our film for this year: WISH, which tells a new story celebrating 100 years of Disney Animation! Lot of folks are calling this 3D/2D hybrid- nope, it's actually 100% 3D, all rendered using Disney's Hyperion Renderer with our new watercolor stylization process! (1/4)

Jeremy Laumon (@_plop_) 's Twitter Profile Photo

Here it is! Let me present you Asset Cooker. It's a build system aimed at game assets, with a UI. It is using the USN journals from Windows to robustly keep track of file changes, and only cook what needs to be cooked. You can leave it running in the background. It is fast.

Rasmus Rønn Nielsen (@raroni86) 's Twitter Profile Photo

With efficient reallocation and defragmentation of voxels in place (see prev tweet), I recently added cascading to my irradiance cache. This enables a (relatively) low probe count without sacrificing voxel resolution near the camera. 🧵