Mark Frost @markfrost.bsky.social Twin Peaks architect. Incurable storyteller. Stoic optimist.
@dsuoch.bsky.social @dsuoch.bsky.social Austrian in CALEEFORNEEA (again). Michael Clayton of GPU programming. Goosfraba ...
Laura Reznikov @theanimator.bsky.social Meta Engineering Manager - Avatar Performance and Visuals
Lesley Lai @lesleylai.info I organize @gpvm.bsky.social
lesleylai.info/
mastodon.gamedev.place/@lesley
Wolfgang Engel @wolfgangfengel.bsky.social Graphics Programmer, CEO at The Forge Interactive
https://theforge.dev/
https://github.com/ConfettiFX/The-Forge
midazc @midazc.bsky.social Alexander Hagg, research in evolutionary computation & machine learning. Focus on sustainability in urban planning, computational fluid dynamics & computational chemistry. Volunteering here in a cool project: https://neue-stadtgaertnerei.org
Jendrik Illner @jendrikillner.bsky.social Senior Rendering Programmer at Sony Santa Monica Studio
๐ท http://instagram.com/jendrikillner/
๐ https://www.jendrikillner.com
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/
Freya Holmรฉr @freya.bsky.social ๐ฎ tech artist/shader sorceress/math dork
๐ acegikmo.com
๐ฅ youtube.com/@acegikmo
๐๏ธ Shader Forge / Shapes / https://half-edge.xyz
๐ก ex-founder of Neat Corp
๐ชก neoluddite
my kids:
๐ฅช @toast.acegikmo.com
๐ฅ @salad.acegikmo.com
๐โโฌ @thor.acegikmo.com
@saschawillems.bsky.social @saschawillems.bsky.social Application developer by day, open source developer and Khronos contributor by night. Maintainer of the Vulkan and OpenGL and hardware databases at https://www.gpuinfo.org
gray @fusha.moe I push the pretty pixels ๐๏ธโจ I move my body in fun ways โธ๏ธโท๏ธ๐คธโโ๏ธ๐๏ธ I do rendering, engine stuff, and tech art with Rust at Embark Studios ๐ฆ๐ฉโ๐ป
David Sena @biovf.bsky.social Senior Mobile Platform Engineer @Epic Games
Previously Graphics Tech Director @NMGames, Sr. Graphics Eng at Samsung R&D
Adam Marrs @acmarrs.bsky.social Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
Nathan Reed @reedbeta.bsky.social ๐ Seattle. 3D rendering at Adobe; formerly at 343i, Sucker Punch, NVIDIA. Math & coding blog writer, sometime musician, sci-fi & physics nerd, cat dad, coffeeholic.
Omar @ocornut.bsky.social programmer of things and stuff. dear imgui https://github.com/ocornut/imgui / the dragonโs trap / dreams / tearaway / pixeljunk shooter / soul bubbles / meka. Paris, France https://www.miracleworld.net
nicebyte @nicebyte.bsky.social the only good anime pfp acct ยท http://gpfault.net
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/
Destroy what destroys you.
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
Will Usher @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
Jacco Bikker ๐ฆ @jbikker.bsky.social Interests: Graphics ๐ผ๏ธ, Game development ๐น๏ธ, Retrodev (MSX / MSX2) ๐พ. Ray Tracing ๐! Also interested in, but not posting on: Teaching ๐, piano ๐, marriage ๐ง๐ปโ๐คโ๐ง๐ป, Christianity โ.
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
Claudia Doppioslash @doppioslash.bsky.social Principal Graphics Programmer
Rendering, PBR, ProcGen (Houdini, Blender), Tools, Optimisation, Photography, UE5, camera lens simulation
Rust, C++, C#, Python
Author of "Physically Based Shader Development for Unity 2017", Apress
Max Liani @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.
Bluesky @bsky.app official Bluesky account (check username๐)
Bugs, feature requests, feedback: support@bsky.app