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Amélie Heinrich

@dispatchgraph.bsky.social
1.2K followers 564 following 306 posts

Graphics, ML

PostsRepliesMedia
Amélie Heinrich @dispatchgraph.bsky.social · 10/08/2026
I am looking for full-time work starting October. I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits. DMs open. RTs appreciated!
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Amélie Heinrich @dispatchgraph.bsky.social · 20/07/2026
Introducing AGFX : Amelie's Graphics Library, a thin MIT licensed RHI targeted towards indie developers C compliant, D3D12/Metal4 backend, 2.0 will add raytracing/draw indirect support soon. 🧵
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Amélie Heinrich @dispatchgraph.bsky.social · 22/02/2026
Trained a small MLP to approximate the split-sum BRDF integration lookup table used in IBL rendering Architecture is a 6-layer MLP with GELU activations and a Sigmoid output layer. Takes NdotV and roughness as inputs and outputs the scale and bias terms of the split-sum approximation
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Amélie Heinrich @dispatchgraph.bsky.social · 20/01/2026
Switched from ImGui to SwiftUI
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Amélie Heinrich @dispatchgraph.bsky.social · 26/12/2025
Peak found in Amsterdam’s biggest MINISO
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Amélie Heinrich @dispatchgraph.bsky.social · 20/12/2025
-- JOB SEARCH POST/RT APPRECIATED -- Hello everyone! I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. 🧵
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Amélie Heinrich @dispatchgraph.bsky.social · 19/12/2025
Raytraced sun shadows using Metal intersector. Runs like shit because I have an M2 Mac Air which doesn't support hardware raytracing, hopefully I get to upgrade soon so I can get mesh shaders execute indirect and hardware RT...
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Amélie Heinrich @dispatchgraph.bsky.social · 17/12/2025
GPU driven culling using Metal ICB
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Amélie Heinrich @dispatchgraph.bsky.social · 16/12/2025
Clustered Light Culling on iPhone 13
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Amélie Heinrich @dispatchgraph.bsky.social · 16/12/2025
Bugged cluster culling aesthetic
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Amélie Heinrich @dispatchgraph.bsky.social · 14/12/2025
Messing around with Metal + iOS, optimizing this for mobile is gonna be fun
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Amélie Heinrich @dispatchgraph.bsky.social · 05/12/2025
Will be doing a 24h livestream for charity tonight at 6pm Paris time with Téléthon, donating for research against various diseases and to hospitals. At twitch.tv/rainbowpikmiin See you there!
twitch.tv
rainbowpikmiin - Twitch
Funny opinionated solo game dev with no engine
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Amélie Heinrich @dispatchgraph.bsky.social · 24/11/2025
Game engine now has an asset cooker and it works very well!
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Reposted by Amélie Heinrich
Nikita Lisitsa @lisyarus.bsky.social · 19/11/2025
First ReSTIR test using 16 reservoir proposal samples (right image) compared to uniform direction sampling and ignoring indirect light (left image) with many spread out lights (~3k light-emitting voxel faces here). Quite insane noise reduction going on in here!
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Reposted by Amélie Heinrich
Wannes Vanderstappen @wannesv.bsky.social · 04/06/2025
This has to be the nerdiest photo I've ever taken.
Small statue resembling the Stanford dragon, photographed inside the Sponza palace in Dubrovnik, Croatia.
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Amélie Heinrich @dispatchgraph.bsky.social · 10/11/2025
Branched off my engine, focusing on taking another attempt at making my dream game Working hard and hopefully I can have a player controller scripted in AngelScript with some collisions and whatnot
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Amélie Heinrich @dispatchgraph.bsky.social · 03/11/2025
Turns out properly waiting on both device and host instead of just device can really save lives
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Amélie Heinrich @dispatchgraph.bsky.social · 03/11/2025
Finally getting down to doing some multi-queue stuff, and so far... fuck man D3D12 docs on resource ownership is not helping me at all lmao
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Amélie Heinrich @dispatchgraph.bsky.social · 28/10/2025
How does one even befriend an artist and convince them to help you make your game with your clunky custom engine art tools
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Amélie Heinrich @dispatchgraph.bsky.social · 28/10/2025
Hot take, I think it's a bit of a shame we don't have API level mipmap generation. I mean Metal has it with MTLBlitEncoder::generateMipmapsForTexture, but it'd allow vendors to make use of their architecture-optimized single pass downsampler (also not sure NVIDIA has one)
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Amélie Heinrich @dispatchgraph.bsky.social · 28/10/2025
Been doing some D3D11 work for nostalgia and to help a friend make their game and jeez, I'm missing modern graphics API copy commands, wtf do you mean I can't use CopyResourceRegion in D3D11?
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Amélie Heinrich @dispatchgraph.bsky.social · 22/10/2025
Turns out I was wrong, I can still use Metal Shader Converter even for D3D11....... yes...... good.....
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Amélie Heinrich @dispatchgraph.bsky.social · 22/10/2025
Helping a friend out to make their D3D11/Metal RHI and I'm gonna have to play around with spirv-cross for the first time to get HLSL -> MSL with no bindless
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Amélie Heinrich @dispatchgraph.bsky.social · 20/10/2025
The fact ImGui has issues with high DPI lowkey makes me crazy but at least I'm working on something nice
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Amélie Heinrich @dispatchgraph.bsky.social · 19/10/2025
Guys, I have a graphics prog job interview on thursday, give me your best job interview tips
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Reposted by Amélie Heinrich
passivestar @passivestar.bsky.social · 18/10/2025
The improved SSR in godot 4.6
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Amélie Heinrich @dispatchgraph.bsky.social · 08/10/2025
My new blog post is out! In this new post I go into detail in how I implemented my D3D12/Vulkan/Metal RHI in my game engine Kaleidoscope. Link in replies!
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Amélie Heinrich @dispatchgraph.bsky.social · 05/10/2025
Decided I'd merge my renderer into my engine since they were branched But before hand I decided to do some editor stuff, and I am additionally working on a Gigi like "render graph as a data asset" system... Will keep you guys updated
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Reposted by Amélie Heinrich
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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Amélie Heinrich @dispatchgraph.bsky.social · 04/10/2025
For the people who are interested, I made a discord server for my game engine! If you wanna come chat, roast my code or just talk programming and showcase your own stuff, feel free to join Link in replies
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Amélie Heinrich @dispatchgraph.bsky.social · 03/10/2025
Renderer is now fully functional on Mac + Metal!
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Amélie Heinrich @dispatchgraph.bsky.social · 02/10/2025
Also yes I’m porting my engine to Mac and Metal3
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Amélie Heinrich @dispatchgraph.bsky.social · 02/10/2025
Metal devs -- has anyone achieved ExecuteIndirect emulation with Metal Shader Converter? I know I can write an MSL kernel to go from indirect commands -> Metal ICB, but for MDI I'm mostly curious how I fetch DrawID in HLSL.
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Amélie Heinrich @dispatchgraph.bsky.social · 19/09/2025
Been playing some Ghost of Tsushima and HOLY FUCK
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Amélie Heinrich @dispatchgraph.bsky.social · 12/09/2025
Welp, just finished my last day at Ubisoft
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Amélie Heinrich @dispatchgraph.bsky.social · 02/09/2025
Some people think the next step in graphics is work graphs, some others think real-time PT I want the adoption of ResourceDescriptorHeap on every modern platform (PC + Console) by 2026 otherwise I’m reconverting to web development
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Luc Heinrich @luc-heinrich.bsky.social · 27/08/2025
I need to move to a country where people actually give a shit about living together and building a community rather than being egotistic and individualistic fucktards. Case in point : Parisian cyclists.
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Amélie Heinrich @dispatchgraph.bsky.social · 01/09/2025
I'm probably the only person ever to care about the aesthetics of my GitHub profile It's cutesy af now though ngl heheheheheheh...
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Amélie Heinrich @dispatchgraph.bsky.social · 31/08/2025
I was bored so I made a thing You can now spoof steam playtime using another .exe github.com/AmelieHeinri...
github.com
GitHub - AmelieHeinrich/SteamPlaytimeSpoofer: Simple program that allows to count playtime for game A whilst actually launching game B.
Simple program that allows to count playtime for game A whilst actually launching game B. - AmelieHeinrich/SteamPlaytimeSpoofer
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Amélie Heinrich @dispatchgraph.bsky.social · 31/08/2025
Honestly Odin is a sick ass programming language that I wish I could use more
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Amélie Heinrich @dispatchgraph.bsky.social · 28/08/2025
Also fyi I'm going to GPC in Breda, Netherlands in november :D Come say hi and talk about graphics!
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Amélie Heinrich @dispatchgraph.bsky.social · 28/08/2025
Pros and cons of living in Montpellier Cons: summer feels like living in hell Pros: there’s a TGM3 arcade in the city center
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Reposted by Amélie Heinrich
Jeremy Laumon @jeremy.laumon.name · 20/08/2025
Downloading pre-compiled shaders on PC???? devblogs.microsoft.com/directx/intr...
media.tenor.com
a man in a suit and tie with his arms in the air and the words it 's happening
ALT: a man in a suit and tie with his arms in the air and the words it 's happening
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Amélie Heinrich @dispatchgraph.bsky.social · 20/08/2025
Got IBL and bloom added in my renderer Oh also I’m 19 today. Yay!
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Amélie Heinrich @dispatchgraph.bsky.social · 18/08/2025
Hey bsky o/ any recommendations on platform independant texture compressors for bc5-bc6-bc7-astc? So no NVTT
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Amélie Heinrich @dispatchgraph.bsky.social · 13/08/2025
Implemented Im3D in my engine and added a sample to showcase how to use it :D
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Amélie Heinrich @dispatchgraph.bsky.social · 06/08/2025
Went on a little sidequest and implemented device generated commands
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Reposted by Amélie Heinrich
Rami Ismail (رامي) @ramiismail.com · 05/08/2025
The idea of "not talking politics" sounds lovely until you realize that your politics are "nobody should starve" and theirs are "have your family exterminated and you thrown in a concentration camp", but you're both agreeing joyfully that Mario Party really does suck.
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Amélie Heinrich @dispatchgraph.bsky.social · 05/08/2025
Nothing makes me more uncomfortable than having to take my gaming laptop, my only computer, in a train to do some work That little guy will blow air like an airplane motor and yet it still can't do RT hard shadows on Sponza @ 1080p under 2ms It is sad to say I have to save up for a Macbook Pro
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Amélie Heinrich @dispatchgraph.bsky.social · 04/08/2025
Losing my mind trying to denoise stochastic RT shadows this shit is HARD
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