Kyle Hayward

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Kyle Hayward

Kyle Hayward

@GraphicsRunner

Senior Rendering Engineer on Frostbite and (very)amateur photographer

Cologne, Germany 가입일 Nisan 2010
504 팔로잉2.7K 팔로워
Kyle Hayward
Kyle Hayward@GraphicsRunner·
@BenSimsTech frostbite handles sun separately. what we use today is pretty much what is in the frostbite pbr pdf.
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Ben Sims
Ben Sims@BenSimsTech·
The equation from frostibte looks close to what I need but not really clear how to calculate sinSigma^2 from angular diameter. Have tried Sq(Sin(SunAngularRadius)) but that doesn't work. I specify sun brightness in illuminance, eg 100,000. Maybe I need to convert that into cdm^2?
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Ben Sims
Ben Sims@BenSimsTech·
Anyone know how to calculate area lighting from a distant light source (eg the sun) treating it as a disc with an angular diameter? All the area light resources I can find deal with a distance and radius, but since the numbers are huge for the sun, angular diameter should be fine
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Kyle Hayward
Kyle Hayward@GraphicsRunner·
@RacifyApp Sorry, I wasn't clear enough. I meant the full season schedule. Not just the next weekend.
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Racify
Racify@RacifyApp·
@GraphicsRunner Hi Kyle ! Thank you so much ! If you want you can resize the widget to a bigger height to reveal the full weekend schedule! Enjoy your season 🏎️😍
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Kyle Hayward
Kyle Hayward@GraphicsRunner·
@RacifyApp really like the widgets. If the next race widget could scroll to include the full schedule that would be great.
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MΛX
MΛX@mxacop·
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :) m4xc.dev/blog/surfel-ma…
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Alexander Battaglia
Alexander Battaglia@Dachsjaeger·
It was great to make a tech video that finally has a positive story for PC. But based on the comments under it on YT, you would presume that Dragon Age The Veil Guard might be responsible for some heinous crimes against humanity based on the vitriol there. Many comments...
Alexander Battaglia@Dachsjaeger

The AAA norm is to release half broken on PC. Dragon Age: The Veilguard bucks this trend offering a PC-tailored user experience that scales well above the consoles. You will spend your time staring at its slick hair rendering and not at a frame-time graph. youtu.be/OjawnIC81nE

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Sebastian Castellanos
Sebastian Castellanos@Sebasti66855537·
Random idea that popped into my head: why not found companies that are specialized in game/engine optimization & have them take care of optimizing games from big & small game studios? It'd be somewhat similar to what Nixxes to port Sony PlayStation games to PC. 1/3
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Kyle Hayward
Kyle Hayward@GraphicsRunner·
@BenSimsTech We use an intersection shader for heightfield marching terrain. So a similar situation. The terrain is made of patches, and each patch is an AABB node in the TLAS. That being said, we're looking at taking this out of TLAS and doing manually before/after the traceRay call.
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Ben Sims
Ben Sims@BenSimsTech·
So, engine doesn't support custom BLASes, fun. Is an intersection shader worth considering or are they too slow to ever be useful? Are there any actual good use cases for an intersection shader? I guess I could just use it to index into my own triangle BVH which I update from GPU
Ben Sims@BenSimsTech

What's the best way to raytrace against an ocean made of multiple layered displacement maps, gerstner waves, and a quadtree mesh with distance-based tessellation? Is generating+updating a BLAS every frame the way to go? Entire thing is unique geometry so feels quite intensive.

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Ishaan Singh
Ishaan Singh@ishaan139·
Fantastic collaboration between the Seed, Frostbite and our College Football engineering, art and tech art teams! @GraphicsRunner @staerlor @DiedeApers
SEED@seed

Global Illumination Based on Surfels (GIBS) is now powering games like @EASPORTS College Football 25! Learn how this real-time global illumination tech helped developers and artists realize their vision for the return of a beloved franchise. #CFB25 ea.com/technology/new…

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Andres Hernandez
Andres Hernandez@cybereality·
Playing around with compression artifact post processing on the engine. Still think Manhunt for PS2 was peak graphics.
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SEED
SEED@seed·
Check out this awesome paper from SEED on how to tailor the frequencies of rendering noise to improve image denoising in real time rendering. The paper is being presented next week at @I3DCONF in Philadelphia ea.com/seed/news/spat…
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SEED
SEED@seed·
Job Opening - Senior Rendering Engineer!🎉✨ We seek someone passionate about fast, anti-aliased, color-corrected, physically-based, subsurface-scattered shiny pixels to join us on our quest for the future of real-time graphics at @EA. ea.gr8people.com/jobs/183637/se… #gamedev #jobs
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inigo quilez
inigo quilez@iquilezles·
I have my own, but wondering if there is any de facto standard std::vector replacement for "Sane C++" out there? (ie, error codes instead of throwing, indices instead of iterators, doesn't construct/destruct elements, etc) Note - not looking to debate "why not std::vector?"
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Diede Apers
Diede Apers@DiedeApers·
@Atrix256 We got socks too. And sweatpants, shirt, sweater.. only one piece is missing now 🤔
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Jakub Boksansky
Jakub Boksansky@boksajak·
Raytrace this! Arguably more difficult than beer ray tracing (foam image needs a texture while beer foam is usually plain)
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Matt Pettineo
Matt Pettineo@MyNameIsMJP·
Just finished my first day as Principal Rendering Programmer at Sony Santa Monica Studio. I'm super excited to be working with such an awesome and talented team!
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