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Dihara Wijetunga

@diharaw94.bsky.social
1.2K followers 588 following 96 posts

Graphics Engineer at @AMD Core Tech Group. Previously at @ImaginationTech. Has-been prog-metal guitarist. All views expressed are my own.

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Dihara Wijetunga @diharaw94.bsky.social · 06/07/2026
A good day to rewatch PsychOdyssey... www.youtube.com/watch?v=AKoy...
youtube.com
Double Fine PsychOdyssey · Episode 01: “The Color of the Sky in Your World”
YouTube video by Double Fine
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Guillaume Boissé @gboisse.bsky.social · 17/06/2026
Found a bug in the radiance caching code snippet published on my blog so went and ahead and corrected it:) (explanations and visualisations in replies 👇)
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nicebyte @nicebyte.bsky.social · 12/04/2026
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
gpfault.net
Introduction to Spherical Harmonics for Graphics Programmers
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mamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 08/04/2026
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p...
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Dihara Wijetunga @diharaw94.bsky.social · 24/03/2026
Took quite a while but I finally received the @stalker2.bsky.social Collectors Edition!
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Dihara Wijetunga @diharaw94.bsky.social · 21/03/2026
Really wanted this in the collection!
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Claire Hummel @shoomlah.bsky.social · 19/03/2026
finally learning to draw the Nirvanna the Band boys after fifteen-odd years of staring at their faces #ntbts
likeness studies of Matt Johnson and Jay McCarrol from Nirvanna the Band (the Show (the Movie))
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Dihara Wijetunga @diharaw94.bsky.social · 12/03/2026
Very excited for these features! Will make life so much easier!
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Iron Blood Games | Indie Game Dev | Wishlist Warfleet @ironbloodgames.bsky.social · 25/01/2026
We've been making our game on and off for OVER 7 YEARS! Was it worth it? here, check out the devlog going over everything that the 2 of us went through to arrive at @steampowered.com #indiegamedev #gamedev #scifi youtu.be/I6w-TjeYbKg
youtu.be
We Spent 7 Years Developing Our Indie Space Game Demo – Was It Worth It? [Devlog]
YouTube video by Iron Blood Games
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Dihara Wijetunga @diharaw94.bsky.social · 23/01/2026
WE GOT BAGELS! WOOO!
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Dihara Wijetunga @diharaw94.bsky.social · 17/01/2026
A good friend of mine has been working on a SICK PvP sci-fi warship game and has a demo out on Steam NOW! Go check it out!
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Dihara Wijetunga @diharaw94.bsky.social · 15/01/2026
28 Years Later: The Bone Temple was fantastic! Less weird, experimental cinematography than the earlier film, but it’s way more focused. Also Samson rules.
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Mike Turitzin @miketuritzin.bsky.social · 06/01/2026
The video: youtu.be/il-TXbn5iMA
youtu.be
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin
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Dihara Wijetunga @diharaw94.bsky.social · 22/12/2025
This is such awful news. RIP.
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Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
sebastianaaltonen.com
No Graphics API — Sebastian Aaltonen
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 pe...
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Achila Mohottige @achila90.bsky.social · 16/12/2025
Tired of twitchy dogfighters? It's time to command something with weight. 🚀 In Warfleet Captains, you don't fly a fighter jet—you take direct command of massive Frigates, Destroyers, and Battleships. This is tactical, heavy-metal fleet combat. #indiedev #gamedev #spacegames #scifi #steam
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dannyodwyer @dannyodwyer.bsky.social · 29/11/2025
/noclip's YouTube discovery has dropped off a cliff in 2025 so just gonna keep posting this as it's one of our most anticipated projects in years. Also we're really proud of it. Check it out! www.youtube.com/watch?v=eH6m...
youtube.com
The Making of Disco Elysium - Part One: Foundations
YouTube video by /noclip
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Kostas Anagnostou @kostasanagnostou.bsky.social · 23/11/2025
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
interplayoflight.wordpress.com
Spatial hashing for raytraced ambient occlusion
Subdividing a 3D space into cells or voxels and using positional and/or directional information to directly index into it is a popular method to store and access local data, typically using 3D text…
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AMD GPUOpen @gpuopen.bsky.social · 20/11/2025
Capsaicin is not just for tacos, it's also our developer rendering framework! v1.3 is out now: 🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting. 🌶️ HDR support with spicier tone mapping. And much, much more: gpuopen.com/learn/gi-1-2...
gpuopen.com
Introducing AMD GI-1.2 with multibounce indirect real-time rendering - AMD GPUOpen
AMD GI-1.2, our real-time Global Illumination solution, is available now as part of the AMD Capsaicin Framework v1.3.
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Dihara Wijetunga @diharaw94.bsky.social · 12/11/2025
Only 26 minutes? Fiiiine, I’ll rewatch PsychOdyssey then.
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Chris Bratt @chrisbratt.bsky.social · 11/11/2025
I went to meet the 'Rockstar 31', the developers who were suddenly fired from their work on GTA 6 for what the studio has described as gross misconduct. That's not what the workers call it though. They have another couple of words they prefer to use: union busting. www.youtube.com/watch?v=c9nO...
youtube.com
The Rockstar Workers Fired Before They Could Finish GTA 6
YouTube video by People Make Games
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AMD GPUOpen @gpuopen.bsky.social · 10/11/2025
See what our research teams have been up to with our latest papers: 📝 Joint Denoising and Upscaling via Multi-branch Network. 📝 Cardioid Caustics Generation with Diffusion Models. 📝 Geometric Integration for Neural Control Variates. 📥 View here: gpuopen.com/learn/public...
gpuopen.com
Publications - AMD GPUOpen
Discover our published publications.
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Guillaume Boissé @gboisse.bsky.social · 05/11/2025
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
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Dihara Wijetunga @diharaw94.bsky.social · 02/11/2025
This was such an amazing experience! Now I want to play MGS2 again!
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Dihara Wijetunga @diharaw94.bsky.social · 18/10/2025
Absolutely adored Keeper! @leepetty.bsky.social and @doublefine.com have done an amazing job!
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Dihara Wijetunga @diharaw94.bsky.social · 13/10/2025
Still thinking about the Blood Incantation gig in London…
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rtryan98.bsky.social @rtryan98.bsky.social · 05/10/2025
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o... I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
rtryan98.github.io
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
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Arseny Kapoulkine @zeux.io · 30/09/2025
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. Reposts welcome! zeux.io/2025/09/30/b...
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mjp @mjp123.bsky.social · 08/09/2025
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code. (And yes it's really been 10 years 👴). therealmjp.github.io/posts/ten-ye...
therealmjp.github.io
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 29/08/2025
New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
interplayoflight.wordpress.com
GPU utilisation and performance improvements
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
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idsoftwaretiago.bsky.social @idsoftwaretiago.bsky.social · 26/08/2025
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
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Anton Schreiner @aschrein.bsky.social · 22/08/2025
New short post: "Thinking about convolutions for graphics" aschrein.github.io/jekyll/updat...
aschrein.github.io
Thinking about convolutions for graphics
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JCGT announcements @handle.invalid · 22/08/2025
Jakub Bokšanský and Daniel Meister: Neural Visibility Cache for Real-Time Light Sampling jcgt.org/published/00...
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rtryan98.bsky.social @rtryan98.bsky.social · 21/08/2025
For quite a while I've been working on a Fast Fourier Transform based ocean simulation in my render engine. Whilst there is still a lot to work on, I'm excited to see the result once I've added IBL to this renderer.
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Dihara Wijetunga @diharaw94.bsky.social · 09/08/2025
Weapons was such a great movie. My favourite of this year so far. Go see it with the biggest audience possible. It’s a total blast!
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AMD GPUOpen @gpuopen.bsky.social · 07/08/2025
AMD FSR Redstone is our upcoming suite of ML-powered AMD #FidelityFX neural rendering technologies. 🟥 Get your game Redstone ready with #FSR 3.1.4 🟥 We've also updated our #UnrealEngine FSR 3 & Radeon Anti-Lag 2 plugins to support UE 5.6. Details ➡️ gpuopen.com/learn/amd-fs...
gpuopen.com
Get ready for FSR Redstone with AMD FSR 3.1.4 and our new UE 5.6 plugin - AMD GPUOpen
Integrate AMD FSR 3.1.4 to get ready for FSR Redstone, updated Unreal Engine 5.6 plugin now available.
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Dihara Wijetunga @diharaw94.bsky.social · 07/08/2025
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners. github.com/diharaw/hybr...
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Dihara Wijetunga @diharaw94.bsky.social · 01/08/2025
Do you like heavy riffs? Do you like Hatsune Miku? Boy, do I have the song for you by @bitbreaker.bsky.social ! youtu.be/_VYsCybhn0s?...
youtu.be
God Only Knows (feat. Kasane Teto)
YouTube video by [bitbreaker]
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AMD GPUOpen @gpuopen.bsky.social · 19/06/2025
We've just released the latest #FSR 3.1.4 in our updated plugin for #UnrealEngine 5, ready to drop into your game! 🎮 🔥 Easily get your game ready for FSR 4 🔥 New upscaler CVars and multiple bug fixes 📥 Download now! gpuopen.com/learn/ue-fsr...
gpuopen.com
AMD FidelityFX Super Resolution 3.1.4 Unreal Engine plugin guide
Download the AMD FSR 3.1.1 plugin for Unreal Engine, and learn how to install and use it.
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Vlad Erium 🇯🇵 @shamanix.bsky.social · 19/06/2025
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) iribis.github.io/publication/...
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Anton Schreiner @aschrein.bsky.social · 18/06/2025
Sharing this job opportunity at my team: development and productization of ML+Graphics technologies for games. EU remote. careers.amd.com/careers-home...
careers.amd.com
GPU Software Development Engineer in Warsaw, Poland | Advanced Micro Devices, Inc
AMD | Careers Home is hiring a GPU Software Development Engineer in Warsaw, Poland. Review all of the job details and apply today!
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Kostas Anagnostou @kostasanagnostou.bsky.social · 27/05/2025
New blog post discussing Async Compute, various experiments with pairings and task overlapping and performance impact. interplayoflight.wordpress.com/2025/05/27/a...
interplayoflight.wordpress.com
Async compute all the things
GPUs make work parallelism very easy by design: each drawcall/dispatch shader instruction operates on batches of vertices, pixels, threads in general at the same time automatically. On the other ha…
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Adam Sawicki @asawicki.info · 28/05/2025
I just published my new article: The Secrets of Floating-Point Numbers asawicki.info/articles/sec...
asawicki.info
The Secrets of Floating-Point Numbers
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Yining Karl Li @yiningkarlli.bsky.social · 14/05/2025
With @briankaris.bsky.social winning this year’s SIGGRAPH Practitioner award, it’s a great time to repost his HPG 2022 keynote, which is one of the best talks I’ve ever seen. The tech is cool, yes, but what makes the talk is Brian’s approach to R&D and invention. www.youtube.com/watch?v=NRnj...
youtube.com
HPG 2022 Keynote: The Journey to Nanite - Brian Karis, Epic Games
YouTube video by High-Performance Graphics
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Jiayin Cao @jiayincao.bsky.social · 10/05/2025
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/unders...
agraphicsguynotes.com
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 05/05/2025
I recently started tinkering with mesh shaders in my toy engine to get a feel for what is involved in adding support for them and potential performance improvement opportunities and wrote a blog post detailing my findings. interplayoflight.wordpress.com/2025/05/05/m...
interplayoflight.wordpress.com
Meshlets and Mesh Shaders
Mesh shaders, introduced back in 2018 as an NVidia Turing and later as an AMD RDNA2 feature, is an evolution of the geometry pipeline which removes a number of fixed function units like the Input A…
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Kostas Anagnostou @kostasanagnostou.bsky.social · 06/05/2025
Upsampling via Multisampling filmicworlds.com/blog/upsampl...
filmicworlds.com
Upsampling via Multisampling
Can we use multisampling effectively for upsampling? This has been a question in the back of my mind for give or take 10+ years.
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AMD GPUOpen @gpuopen.bsky.social · 05/05/2025
After years of continuous development, we just tagged a new release of D3D12 Memory Allocator library v3.0.0 🎉 🏷️ So if you want the latest and greatest D3D12MA, or just more info - head over to GPUOpen! #Direct3D #DirectX12 gpuopen.com/d3d12-memory...
gpuopen.com
D3D12 Memory Allocator
The D3D12 Memory Allocator (D3D12MA) is a C++ library that provides a simple and easy-to-integrate API to help you allocate memory for DirectX®12 buffers and textures.
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Arseny Kapoulkine @zeux.io · 04/05/2025
New blog post! "Load store conflicts", in which we look at some performance sensitive code that has surprisingly dramatic performance swings based on the compiler and the microarchitecture used. Reposts appreciated! zeux.io/2025/05/03/l...
zeux.io
Load-store conflicts
meshoptimizer implements several geometry compression algorithms that are designed to take advantage of redundancies common in mesh data and decompress quickly - targeting many gigabytes per second in...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 28/04/2025
Real-Time Markov Chain Path Guiding for Global Illumination and Single Scattering www.lalber.org/2025/04/mark...
lalber.org
Real-Time Markov Chain Path Guiding for Global Illumination and Single Scattering - LALBER.ORG
We present a lightweight and unbiased path guiding algorithm tailored for real-time applications with highly dynamic content. The algorithm demonstrates effectiveness in guiding both direct and indire...
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