- J Jasper Bekkers @jasper-bekkers.bsky.social Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite
Jendrik Illner @jendrikillner.bsky.social Senior Rendering Programmer at Sony Santa Monica Studio
📷 http://instagram.com/jendrikillner/
📑 https://www.jendrikillner.com
Jakub Boksansky @boksajak.bsky.social Tracing rays one by one. Caffeinist and Ray Tracing Engineer at AMD. Former Computer Graphics Researcher @CVUTFEL, ex-Nvidia. Personal account.
Alex Battaglia @dachsjaeger.bsky.social Ray Tracing Radical, Turok Technophile, Crysis Cultist, Motion Blur Menace and PC Police Officer for @Digitalfoundry. Wird auch Hermann genannt.
@c0de517e.bsky.social @c0de517e.bsky.social
@filmicworlds.bsky.social @filmicworlds.bsky.social
Martin Fuller @martinfuller.bsky.social Principal Engineer - Microsoft ATG
@ceruleite.bsky.social @ceruleite.bsky.social Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Tuan Kuranes @tuankuranes.eurosky.social cpu, gpu : Freelancing
Ex: @sketchfab @fab @epicgames
Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
Adam Marrs @acmarrs.bsky.social Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
Aras Pranckevičius @aras-p.bsky.social Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
JCGT announcements @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
Brian Karis @briankaris.bsky.social Engineering Fellow at Epic Games. Author of Nanite.
Alex Tardif @longbool.bsky.social Senior Graphics Programmer @ Digital Extremes on Warframe/Soulframe. Previously worked on ESO, LOTRO, DDO, Infinite Crisis
Blog: https://alextardif.com/eden.html
Arseny Kapoulkine @zeux.io Independent. Previously: TF@Roblox
meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau
https://github.com/zeux
https://zeux.io
I3D Symposium @i3dsymposium.org ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
(mastodon: @i3d@mastodon.acm.org)
https://i3dsymposium.org
Wenzel Jakob @wjakob.bsky.social Associate professor leading EPFL's Realistic Graphics Lab. My research involves inverse graphics, material appearance modeling and physically based rendering
Keenan Crane @keenancrane.bsky.social Digital Geometer, Associate Professor of Computer Science & Robotics at Carnegie Mellon University. There are four lights.
https://www.cs.cmu.edu/~kmcrane/
Christoph Peters @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
Yining Karl Li @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
Inigo Quilez @iquilezles.bsky.social Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
Cem Yuksel @cemyuksel.com Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
Kostas Anagnostou @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/
Tizian Zeltner @tizian.bsky.social Transporting, scattering, and measuring light. 📷 🫖 💡
Senior research scientist at NVIDIA.
mjp @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/
Adrian Courrèges @acourreges.bsky.social Building and breaking software.
Shiny pixels @ NVIDIA.
http://adriancourreges.com
Nicolas Lopez @nicolas-lopez.bsky.social Technical Architect and GPU Plumber on Assassin's Creed & Anvil Engine at Ubisoft MTL. I speak for myself.
Grant Sanderson @3blue1brown.com Math videos
Adam Sawicki @asawicki.info Independent graphics programmer. Previously at AMD, Intel, Microsoft, gamedev, television... Developer of VMA, D3D12MA, D3d12info projects.
Paolo Cignoni @aloopingicon.bsky.social Research Director at CNR, head of Visual Computing Lab
Messing with small triangles for ages.
Guilty of providing the community with many buggy, but hopefully useful, tools
Morten Vassvik @vassvik.bsky.social Simulation and rendering nerd. Co-founder and CTO @JangaFX
Working on EmberGen and more.
Discord: vassvik @vassvik@mastodon.gamedev.place- J Jon Greenberg @jontology2.bsky.social Rendering Dev - Doing the R&D thing at
@SEED. Formerly of NetherRealm Studios (Mortal Kombat and Injustice Franchises).
nicebyte @nicebyte.bsky.social the only good anime pfp acct · http://gpfault.net
Jonathan Stone @sheriffstone.bsky.social Lead Rendering Engineer, Materials and Shading at the Lucasfilm Advanced Development Group. Former graphics lead at Double Fine Productions. Music nerd.
Jonathan Garrett @jonnyblahblah.bsky.social lead engine programmer at Insomniac Games, focusing on animation tech - my team develops the animation, cinematics, physics and destruction systems that underpin all our games
Nico May @gfxnico.bsky.social Graphics Programming @ Xbox
Marshall Robin @mrobin604.bsky.social graphics & lighting
formerly @ naughty dog
Stephen Hill @selfshadow.com
Camille Martel @cmartel.bsky.social Rendering programmer/pixel witch at Spry Fox. she/her
Gabriel Sassone @gabrielsassone.bsky.social 🇮🇹(Life Lover/Life surfer) Principal Rendering Engineer AMD.Guitarist in RomeInMonochrome.Ex ReadyAtDawn, Codemasters, Avalanche, MPG and others. Only personal views here.
Ryan Schmidt @rms80.bsky.social It’s Ryan from Twitter! Former Epic Games Engineering Fellow, now an intern at Gradientspace Corp (gradientspace.com). Invented Modeling Mode, Geometry Script, Autodesk Meshmixer, some other stuff. PhD in Computer Shapes. Also mastodon.gamedev.place/@rms80
Philip Hammer @phammer.bsky.social principal engine programmer @ id software |
graphics & engine code for idTech | DOOM: The Dark Ages
opinions are my own
David Pritchard @drpritch.bsky.social 3D graphics : web + mobile : threejs
Apple
Javier Arevalo @thejare.bsky.social Demoscene, Games, Game development, Software Engineering, Sci Fi and movies. That sort of stuff.
Mikkel Gjoel @gjoel.bsky.social Chair Raving Graphics Programmer
loopit.dk/publications
shadertoy.com/user/hornet
Maarten van der Gaag @mgaag.bsky.social Technical Art Director at Guerrilla Games
James McLaren @selfresonating.bsky.social Bearded Code Monkey.
Currently helping make Decima tick at Guerrilla Games.
Previously Engine Tech Wizard at Q-Games. My opinions are my own.
Henrik Halen @staerlor.bsky.social Principal Software Engineer at Electronic Arts
Niklas Lundberg @datgame.bsky.social Engine Net/MP code at @MediaMolecule TBA project. prev: Dreams, Intel Net, Avalanche engine, Mad Max, Just Cause 3+4, Rage 2, Contraband, Hunter CoTW, Hiber3d.
https://x.com/datgame
https://mastodon.gamedev.place/@datgame
Anton Kaplanyan @kaplanyan.bsky.social Real-time and offline rendering, gamedev, GPU hw
Julian Berteling @jberteling.bsky.social ML Programmer @ Guerrilla Games
Nathan Reed @reedbeta.bsky.social 📍 Seattle. 3D rendering at Adobe; formerly at 343i, Sucker Punch, NVIDIA. Math & coding blog writer, sometime musician, sci-fi & physics nerd, cat dad, coffeeholic.
Krzysztof Narkowicz @knarkowicz.bsky.social Engineering Fellow at Epic Game. I love games, graphics and lighting.
https://knarkowicz.wordpress.com
David Lenaerts @derschmale.bsky.social Freelance VFX & graphics developer.
Lizard dad, dog dad, cat dad, neurodivergent, abuser of musical instruments.
https://www.derschmale.com/
Riley Labrecque @rileylabrecque.com Partner Engineer at Final Strike Games with a focus on Engine Tech, Online, Build, and DevOps.
Previously wrote documentation for Valve
Once upon a time I made Steamworks.NET
🌲Seattle
David Sena @biovf.bsky.social Senior Mobile Platform Engineer @Epic Games
Previously Graphics Tech Director @NMGames, Sr. Graphics Eng at Samsung R&D
The Graphics Dude @gpujeff.bsky.social Vive les bisounours !
Manon @manon-gfx.bsky.social Rendering Engineer @ Traverse Research
Cycle saver and bit juggler
Artisan Cube Crafter
Vegan 🌱
she/her
‘lazy game dev’ or in other words: uses ray tracing.
Elizabeth @icetigris.bsky.social Lead Rendering Engineer at That's No Moon. Prev: Epic, Unity, Disbelief, PlayStation, Intel. Agender GPU goblin. They/Them
Thomas Griebel @thomas-griebel.bsky.social Rendering Engineer, 12years. Taking a break
Past work: id Software, Raven, and Ready At Dawn & Sanzaru @ Meta.
Games: DOOM, Call of Duty, VR
Madison, Wisconsin
http://github.com/tgriebel/
Promit⚡Roy @promit.bsky.social Graphics/Game engine dev. Previously Neuroscience @ Johns Hopkins. Building interactive physics-driven experiences for brain health and neuro patient care. https://neuroanimation.com/
jb @jbakergraphics.bsky.social Previously Engine/Rendering Tech @idSoftware
interested in: C++/OpenGL/Vulkan/GPUs/Voxels/SDFs/Pathtracing/Photography/CpE/Electronics
Co-organizer of Graphics Programming Virtual Meetup
Project writeups, blog posts:
https://jbaker.graphics/index.html
Tobias A. Franke @thefranke.bsky.social Principal Game Engine Architect at Huawei. Previously: Senior Graphics Engineer at Unity, Research Scientist at Fraunhofer, Tech-Priest at Cult Mechanicus.
https://tobias-franke.eu/
Sander van Rossen🇺🇦🇪🇺 @logicalerror.bsky.social Previously at Unity, Roblox, Briganti.
Level design tools Realtime-CSG https://bit.ly/4ngBclb & Chisel: http://bit.ly/3Z1mohh
Creator of Zombie Gunship and Gunship X
GDC speaker: http://bitly.ws/au5r
Portfolio: http://bit.ly/3KFdRfb
Paolo Surricchio @rollingshark.bsky.social Rendering and Engine programmer. Now: Santa Monica Studio. Past: Deadpool, CoD:AW, Firewatch, God of War and Apex Legends. Opinions are my own.
Sascha Rode @sascharode.bsky.social Engine, tools and graphics programming in C, previously @deck13_de
いもす @imos.bsky.social PFNソフトウェアエンジニア/ex-Google/AtCoder創業。修論はいもす法、卒論はないんたんの天気予報。アイコンは岸田メル先生が描いてくれました。子供は5歳と1歳。 https://imoz.jp
Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social Engineering, Computer Graphics, Art, DSP, ML
Culture, Techno, Industrial, and Electronic Music.
Research Scientist at NVIDIA.
Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt).
Politically leftist. He/they.
https://linktr.ee/bartwronsk
おかず @pafuhana1213.bsky.social エピックゲームズジャパンの飼い猫
Cat & Engineer at EpicGamesJapan
ワタシハ アンリアルエンジン チョットデキル
ついの方
https://twitter.com/pafuhana1213
takashi J( 'ー`)し @takashi7220.bsky.social グラフィックスプログラマをやっています。
気ままにツイートします。
X : @takachin7220
Alan Wolfe @demofox.bsky.social Invented spatiotemporal blue noise, created Gigi rapid graphics prototyping & dev platform.
https://github.com/electronicarts/gigi
25+ year game dev, and graphics researcher.
Tech blog:
https://blog.demofox.org/
くろさわ @kurosaurus.bsky.social GameDeveloper / ArtDirector / TechArt / UnrealEngine / Houdini / Substance / Love:美術館と白ビールと美味しいご飯 / http://twilog.org/Kurosaurus /技術書販売中:http://kurosauru
折登 樹 @bsky.orito-itsuki.net https://strata.orito-itsuki.graphics
Jacco Bikker 🎦 @jbikker.bsky.social Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
Shikihuiku @shikihuiku.bsky.social お酒飲む人
がむ @gam0022.net https://gam0022.net/
グラフィックスエンジニア
UnityやUEでゲームを開発しています
GLSLライブコーディングも稀にします
hole @h013.bsky.social https://twitter.com/h013
doxas @doxas.bsky.social
Nishiki @yknishidate.bsky.social
gyabo野菜 @gyabo.bsky.social graphics debugしたりコード書いたりホビーだったりクラシックギター弾いたりゲームやったり二児の親だったり
https://gyabo.sakura.ne.jp/
まめお @papersloth.bsky.social CEO / Internet Cube Co., Ltd
DM @dandymania.bsky.social
@nikq.bsky.social @nikq.bsky.social
床井浩平 @tokoik.bsky.social ラーメンが大好きなCG系プログラマ
Pocol @pocol.bsky.social I am a graphics engineer working at Tokyo, in Japan. All opinion are my own. ぽえ~ん。
Shocker @bsky.rayspace.xyz Computer Graphics、特にMonte Carlo Ray Tracingに興味があります。 Dynamics Simulationもちょっとやっていました。
- https://rayspace.xyz
- https://github.com/shocker-0x15
- https://twitter.com/Shocker_0x15
もんしょ @monsho1977.bsky.social シェーダがチョットできるクライマー🧗♂️
なが @nagakagachi.bsky.social グラフィックスプログラミングを注視する土偶
Graphics programmer
https://twitter.com/nagakagachi
https://github.com/nagakagachi
https://nagakagachi.hatenablog.com/
釜井政義@案件募集中 @i-love-falcom.bsky.social 株式会社深夜開発 代表取締役
クライアントサイド(PC/ゲーム専用機/モバイル)での描画/シェーダ開発、CPU/GPUでの並列、最適化、各種ツール、ミドルウェア開発、UE4/UE5案件、自社エンジン開発等ごさいましたらお気軽にご相談ください
kamai.masayoshi@mgstudio.jp
@okugawa.bsky.social @okugawa.bsky.social 発言は私個人の見解であり、所属先の見解を反映させたものではありません。
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