Henrik Halén

233 posts

Henrik Halén

Henrik Halén

@staerlor

Principal Rendering Engineer at Electronic Arts SEED. Formerly Microsoft, the Coalition, EALA, DICE Stockholm.

Los Angeles, CA Katılım Temmuz 2010
450 Takip Edilen984 Takipçiler
lowpass
lowpass@fnkylabs·
@ID_AA_Carmack There’s no way EA did something “for the people”. There’s gotta be an offer wall buried in there somewhere
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John Carmack
John Carmack@ID_AA_Carmack·
I’m very happy to see more classic game source code released! I was always a little disappointed that the example of Id Software wasn’t followed by more companies — clearly, it was a Good Thing for us. The culture of game dev is a bit disjoint from broader open source dev in some important ways that influence things like secrecy and user visible polish versus technical debt.
PC Gamer@pcgamer

EA just released source code for a bunch of old Command and Conquer games, and added Steam Workshop support to bangers like C&C 3: Tiberium Wars. pc-gamer.visitlink.me/658O_M

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Henrik Halén retweetledi
SEED
SEED@seed·
🚀 Exciting news! SEED @EA is expanding with a new endeavor. 🌟 We're pushing game mechanics, storytelling, and interactive wonders to new heights. Join us in roles like Game Design Director, Lead Software Engineer, and more. 🎮✨ Curious? #latestJobOpenings" target="_blank" rel="nofollow noopener">ea.com/seed#latestJob
SEED tweet media
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SEED
SEED@seed·
SEED’s Chris Lewin delivered this terrific presentation at SIGGRAPH 2024 a few weeks back. It’s about a novel formulation of MPM that is stable at any time step while remaining easy to implement. Check out the video and download the paper! ea.com/seed/news/sigg…
SEED tweet media
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Henrik Halén
Henrik Halén@staerlor·
@codemullins Once I was doing a live demo to a large part of the company, and all of a sudden the code didn't build. That day clicking yes saved my butt.
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Cody Mullins
Cody Mullins@codemullins·
Has anyone ever intentionally clicked Yes here?
Cody Mullins tweet media
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Henrik Halén
Henrik Halén@staerlor·
Gigi enables rapid prototyping of new rendering algorithms, and efficient porting to game engines. At SEED and Electronic Arts we use this to accelerate research and streamline integration into multiple engines at once. Gigi, developed by Alan Wolfe, is now open source.
SEED@seed

SEED is delighted to announce that Gigi, an innovative tool for rapid prototyping of rendering techniques, is now open source and available to the public! Congrats to Alan Wolfe for spearheading this project! Learn more about Gigi and watch the tutorial: ea.com/seed/news/gigi

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Brian Karis
Brian Karis@BrianKaris·
Personal annoyance in terminology. A surfel en.m.wikipedia.org/wiki/Surfel is an element of geometry. The term you are probably looking for is (ir)radiance cache. 100s of papers about them since 1988. Each element is called an irradiance cache record.
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Henrik Halén
Henrik Halén@staerlor·
@jarek_rozanski @jdnoc Something like a SuperMicro 825 or 826 can run almost silent with the right PU and PWM setup. That has redundant power supplies, and if you have even an entry level UPS you have stable power. There are used 825s on eBay for around $150.
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Jordan O'Connor
Jordan O'Connor@jdnoc·
Building out a data scraping operation. $500 per month? Or $500 once for essentially the same thing?
Jordan O'Connor tweet mediaJordan O'Connor tweet media
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Henrik Halén
Henrik Halén@staerlor·
@nsobject @VinciusMedeiro6 It used a custom Global Illumination light baker from Illuminate Labs. One of the reasons it holds up well is that all lighting is ray traced and baked to lightmaps. It puts limits on how dynamic the geometry can be, but it's hard to beat in terms of quality.
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Artem
Artem@nsobject·
@VinciusMedeiro6 oh wow, always thought it was frostbite. I’ve finished it so many times and it still surprises. What a game🙂‍↕️
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Vinícius Medeiros
Vinícius Medeiros@VinciusMedeiro6·
Replaying Mirror's Edge, I haven't touched it in years and man this game's vibes and feeling are something else, love it.
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Henrik Halén
Henrik Halén@staerlor·
@SebAaltonen It might not really matter. Even if we plateau LLM development there is untapped potential in 1. Empowering them by connections to other systems, VLMs 2. Breaking up problems like humans do We may just be scratching the surface there while focusing on larger and larger models.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
I just want to remind people that we don't have proof that LLMs will lead to AGI. LLM is a network of information. They do very well if the task is close to their training data, but do very poorly in simple tasks that are not in their training data. Information != intelligence.
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Henrik Halén
Henrik Halén@staerlor·
@iquilezles That's the killer app everyone in the space is working towards. Apple and google have an edge here in that everyone's lives are on their phones, and they have email and search. Microsoft is trying to reduce their information disadvantage with Recall.
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Henrik Halén
Henrik Halén@staerlor·
@iquilezles It's about Ai having enough information about your life to become a useful assistant that can anticipate your needs and perform mundane tasks you'd rather not do yourself, inside and outside the computer. Not saying this is a good way to go about it, but that's Microsoft's angle.
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sam fitch
sam fitch@SamSmith2049·
@raroni86 I’d like to make something like this for fun, where do I start? (I’m studying math, CS, and physics)
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Rasmus Rønn Nielsen
Rasmus Rønn Nielsen@raroni86·
ReSTIR can be regarded as a clever form of path guiding. My hobby implementation uses only 1/8 ray per pixel and ReSTIR still does a decent job of "finding" the small solid angles of indirect light even as they move (admittedly, this geometry is trivial but the lighting isn't).
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Henrik Halén
Henrik Halén@staerlor·
GIBS ray traced GI is finally in the wild. It has been a great collaboration with SEED, Frostbite and the College Football team. Thanks to the great artists and lighters at CFB for making the tech shine.
SEED@seed

Our work got a mention from ESPN! Inside this profile piece on EA College Football is a great shoutout for GIBS, an awesome lighting tool spearheaded by SEED's own @staerlor used to light the stadiums! Congrats! espn.com/college-footba…

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Henrik Halén
Henrik Halén@staerlor·
@ID_AA_Carmack In off-line VFX yes. For real-time, ML deformers can learn from high-quality off-line generated examples and are efficient enough for games to give the perception of complex deformations, but in that case you still have to animate the character through other means to get the pose
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John Carmack
John Carmack@ID_AA_Carmack·
Have CG art tools gotten to the point of modeling all the muscles in a human realistically, so a lot of the skinning and animation would be parametric variations on “baseline human” rather than free form constructions? I have occasionally advocated for that — some would complain of a loss of creative freedom, but like physically based rendering, it would probably wind up both looking better and being easier to work with. It would probably be hard to start an ambitious project around it today, because it feels like generative AI may be a faster path to the goal than conventional modeling.
Massimo@Rainmaker1973

There are over 20 muscles in the head and neck alone. They are responsible for mastication, facial expressions by controlling the mouth, eyes, nose, forehead and ears, and complex movements of the neck. [🎞️ SciePro]

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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Helsinki currently looks like this. 15cm snow in one day. Most people already switched to summer tires. I am WFH today. Impossible to bike in that much snow and public transport has issues...
Sebastian Aaltonen tweet media
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János Turánszki
János Turánszki@turanszkij·
Added multi-scale mean estimator to DDGI (also used in surfel GI), this makes it faster react to lighting changes. And now it also uses real-time BC6 compression.
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Dave W Plummer
Dave W Plummer@davepl1968·
My real PDP-11/70 panel booting RSX-11M... with audio :-)
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