
Martin Mittring
@MittringMartin
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Graphics coder @ SEED Electronic Arts
California, USA
Joined November 2012
RT @KostasAAA: "Hallucinations on the future of real-time rendering", High Performance Graphics 2025 keynote:
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RT @Almorgand: "MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient.Surface Reconstruction". TL;DR: differentiably extract….
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RT @rtwiersma: The materials of my graduate school course at #SGP2025 on "Deep Learning on Meshes and Point Clouds" are live on https://t.c….
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RT @NOTimothyLottes: A proper history lesson: - I still think the pre-rendered domain paired with massive storage i….
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RT @GPUOpen: 🧵 (1/3) Our Advanced #Rendering Research (ARR) group will be at #SIGGRAPHAsia2023 next week, presenting sessions. 🎓 A course….
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RT @exppad: On my way to #Eurographics, where we'll present our recent work on fast #SDF rendering!. More than 500x #speedup on some comple….
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RT @DOOM: June 2025 PC Update for DOOM: The Dark Ages includes Path Tracing (select NVIDIA GPUs) + Benchmark Mode for all PC players. https….
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RT @janusch_patas: FreeTimeGS: Free Gaussians at Anytime and Anywhere for Dynamic Scene Reconstruction. Abstract:.This paper addresses the….
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