Mikkel Gjoel
@pixelmager
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Chair Raving Graphics Programmer https://t.co/CNZdO3jUIc
Copenhagen
Joined July 2009
Our presentations on how @Playdead made INSIDE now has a home
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Presentations slides from Graphics Programming Conference 2025 are now online
graphicsprogrammingconference.com
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My "No Graphics API" blog post is live! Please repost :) https://t.co/uL8HsfIlNV
sebastianaaltonen.com
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve...
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https://t.co/HCsZxbN8sH - Gain an understanding of why PC game graphics pixel quality is stuck in the uncanny valley even in if shading and animation quality rise above
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New article! What do you do when profiling your code shows the slowdown isn't in your code, but deep in the kernel? Why, you grab the kernel source and go spelunking. How a routine profiling session turned into a Linux kernel patch:
rovarma.com
A story about how an innocent profiling session led to a change to the Linux kernel that makes eBPF map-in-map updates much faster.
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Siggraph 2025 “Advances in Real-Time Rendering in Games Part II” recording is now available. It includes my lecture “Fast as Hell: idTech8 Global Illumination”. https://t.co/wHe7BiNrfD
dl.acm.org
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My second blog post on spectral rendering is out. This one explains how to use wavelength importance sampling to minimize color noise while limiting the overhead to 0.3 ms and how to make BRDFs spectral. https://t.co/rgYGWdegwG
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 https://t.co/tN6u379Nr8
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Interesting realities of how little compute time you can spend on each CPU core to provide economical 128 ticks per second game servers for Valorant https://t.co/OZEnM4IYQZ
technology.riotgames.com
Engineer Brent Randall tells the technical story behind VALORANT's search for optimal server performance.
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Retweets welcome! Link in reply because algorithm.
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Trying something new, rolling my own talks on youtube. Starting with an easy short talk on how I approach C style programming as an indie dev ...
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Yesterday was Day 1 of the 3 Day Formula Racing @SkipBarberRS in @VIRNow! As a lifelong sim-racer with only moderate karting experience, this is something I've been wanting to do for years. Thanks to prizes won using @iRacing, that became possible this week! Roll on Day 2!
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Local lights are now live in HypeHype! 🎉 I developed a new stochastic lighting algorithm — from concept to prototype to production — in just 6 months. Super proud of this one! [Details in thread 🧵] Here's a walkthrough of a game I relit with local lights
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Distant light sampling for GT-VBAO with different quality options: https://t.co/74Bx1EtJGB (+ the math: https://t.co/yEoUVh0WiQ)
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My talk from @BetterSoftwareC last week is up on youtube. I present my findings on thread synchronization and job systems that I learned while parallelizing the physics solver.
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All @HPG_Conf 2025 papers are now available on the EG digital library. CGF papers: https://t.co/WQdChnV4kB Conference papers: https://t.co/FwpZTcHJDE It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
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Histogram Stratification for Spatio-Temporal Reservoir Sampling Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski (Max Planck Institute for Informatics, Germany & Intel, France) https://t.co/dPTrNlbglr Abstract Monte Carlo (MC)
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Came up with a nice way to handle backfacing normals for PBR. When NdotV < 0, rotate N to V so that NdotV == 0. This prevents issues with negative NdoV (Fireflies) and preserves relation between N and V. Alternative reflect method produces dark edges and loses edge detail:
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