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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
More screenshots
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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
Yep oops
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Amélie Heinrich @dispatchgraph.bsky.social · 20/07/2026
Contributions/issues are open. Link: github.com/AmelieHeinri...
github.com
GitHub - AmelieHeinrich/agfx: Small RHI for indie game development
Small RHI for indie game development. Contribute to AmelieHeinrich/agfx development by creating an account on GitHub.
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Amélie Heinrich @dispatchgraph.bsky.social · 20/07/2026
FAQ: - Vulkan support? : lol no - Does it work on iOS? : Normally should!
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Amélie Heinrich @dispatchgraph.bsky.social · 20/07/2026
AGFX was also designed with LLMs in mind, the repository ships with a .claude folder where you can find various skills and a porting agent to guide your Claude when porting your game or using AGFX.
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Amélie Heinrich @dispatchgraph.bsky.social · 20/07/2026
Repository includes: - AGFX single header library - AGFX C++ header with RAII - AGFX EZ, a small header file targeted towards developers coming from D3D11/OpenGL - Shader compiler (lib and CLI) - ImGui backend - EZ and regular demo - HLSL shader include
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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 · 18/04/2026
could've made it a 5 hour long advertisement for the better one at least (tetris grand master 3) 🤓
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Amélie Heinrich @dispatchgraph.bsky.social · 01/04/2026
I was wondering, if you had to adapt F&H or F&H2 to any other media format (film, comic, etc) what would you pick? Is it something you’d be interested in?
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Amélie Heinrich @dispatchgraph.bsky.social · 26/02/2026
Best version of retro Tetris is the Grand Master series, akshully 🤓
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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 · 10/02/2026
I switched to Linux a few months ago as a graphics programmer and honestly it's been just as good as Windows. Arch ftw
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Amélie Heinrich @dispatchgraph.bsky.social · 10/02/2026
Congrats on the announcement!
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Amélie Heinrich @dispatchgraph.bsky.social · 10/02/2026
Just like me :D
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Amélie Heinrich @dispatchgraph.bsky.social · 21/01/2026
Haven’t checked the numbers yet but it looks about the same
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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
I applied to all the trondheim positions this month but didnt get to have an interview D: got auto rejected on all of them, probs because I’m not norwegian
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Amélie Heinrich @dispatchgraph.bsky.social · 20/12/2025
If you're looking for a engine/graphics programmer to join your team, or if you know someone that might be interested, feel free to DM me! My GitHub: github.com/AmelieHeinrich And feel free to DM me for my CV.
github.com
AmelieHeinrich - Overview
i make games. AmelieHeinrich has 25 repositories available. Follow their code on GitHub.
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Amélie Heinrich @dispatchgraph.bsky.social · 20/12/2025
My skills include C/C++, graphics programming using APIs like Vulkan, Metal, DirectX 12, and console APIs. I am also familiar with modern rendering techniques including GPU driven rendering, raytracing and more.
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Amélie Heinrich @dispatchgraph.bsky.social · 20/12/2025
My past experience at Quantic Dream and UBISOFT as an intern have strengthened my skills as a graphics programmer in AAA and am now looking for the next step in my career.
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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
Doing this to me right now
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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
GPU! I first cull lights against the frustum before feeding them into the cluster cull pass done entirely in compute.
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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
Metal is by FAR my favourite graphics API of all time and I worked with pretty much all of them even the console ones
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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 · 17/11/2025
Hell yeah :D can’t wait to see you guys there!
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Amélie Heinrich @dispatchgraph.bsky.social · 12/11/2025
It’s a Silent Hill style game with PS2 aesthetics, the story is written out but I won’t tell anything to not spoil the fun
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Amélie Heinrich @dispatchgraph.bsky.social · 10/11/2025
Having to go through an upload buffer to update the data kinda sucks and that adds up to why I love working with UMA so much since you can just memcpy into GPU memory without breaking a sweat...
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Amélie Heinrich @dispatchgraph.bsky.social · 10/11/2025
I also wrote a simple GPU driven system so it's easier to plug culling later, though one thing I will say is that it did introduce a bunch of issues with bindless since you need to constantly make sure that the data in the instance buffer is up to date and valid.
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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
Asking around on discord, hopefully I'll find a fix or a holy Microsoft person to help me...
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Amélie Heinrich @dispatchgraph.bsky.social · 03/11/2025
My system works very nicely, however if I write to a texture on the compute queue (e.g. generating mipmaps) then use it on the graphics queue I get a device lost. I tried to follow MSDN and transitioning to COMMON on compute then SRV on graphics but still get a device lost (page fault).
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Amélie Heinrich @dispatchgraph.bsky.social · 03/11/2025
Current system is copy textures on copy queue -> generate mipmaps on compute queue -> render frame. Copy/Compute are pre-frame operations and both insert a wait on the graphics queue.
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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
The unending loop of custom engine = takes too much time and unity/godot/unreal = not enough fun
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Amélie Heinrich @dispatchgraph.bsky.social · 28/10/2025
I have the story and tech skills but I have 0 art skills whatsoever that’s the issue And I definitely need a lot of art skills for my game (Silent Hill 3 style)
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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
I'd take it a step further but it'd be nice if we had downsampling/upsampling intrinsincs in HLSL/MSL That way you can do SPD with a function (to use downsample 13 taps for Bloom for example, or max depth for HZB, you get the idea)
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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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