Reposted by MAKNeil Blevins @artofsoulburn.bsky.social · 21hAfter 18 yrs, my educational youtube channel just passed 1 million views! Hasn't been terribly profitable, but I'm not doing it for the money, I'm doing it because I enjoy contributing to the art community I care about. Thanks to everyone who has been a part of the journey youtube.com/artofsoulburn 2415
Reposted by MAKJoe @joegamedev.bsky.social · 29/09/2026I'm making a #blender add-on that lets you sculpt directly onto low poly models via the manipulation of object space surface normals under the hood 531603414
Reposted by MAKArseny Kapoulkine @zeux.io · 20hNew blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/b... 14611
MAK @makramd.bsky.social · 22hIntel Open Image Denoise 3 with temporal denoising and upscaling is coming soon to Blender youtu.be/50x2bgBdz-E?...youtu.beIntel Open Image Denoise 3: Fast Temporal Denoising & Supersampling in Cycles — BCON26YouTube video by Blender 070
Reposted by MAKJon Rocatis @rockets2000.bsky.social · 29/09/2026The 007 First Light Art Blast just went live on ArtStation! Check out the work of IOI's talented artists here: magazine.artstation.com/2026/09/007-...magazine.artstation.com007 First Light Art Blast - ArtStation MagazineThere are few IPs that are as long standing and as iconic as 007. So long standing and iconic, in fact, that it seems naturally woven into our perception of entertainment in general. From the books, t... 052
Reposted by MAK007 First Light @007game.ioi.dk · 29/09/2026A free DLC is just around the bend. Tune in on October 1st. #007FirstLight #EarnTheNumber 1423
Reposted by MAKColin Riley @domipheus.bsky.social · 29/09/2026We have a schedule! I'm planning to play some Planet Coaster 2 - also open to other games for the Friday! 001
Reposted by MAKGijs Richard Kaerts @belgianrenderer.gijskaerts.com · 28/09/2026More stochastic all the things! First attempt at an implementation of ORCA as presented by @jontology2.bsky.social at Advances in RTR at Siggraph this year. Two direct lighting samples per pixel + a separate diffuse and specular radiance cache sample. Still needs a lot of work. 1203
Reposted by MAKJonathan Stone @sheriffstone.bsky.social · 26/09/2026Thanks to our colleagues at Pixar, NVIDIA, SideFX, OTOY, Blender, and Autodesk for their amazing work on this year's MaterialX and OpenPBR Virtual Town Hall. The full slide deck can be found at materialx.org/assets/ASWF_..., and stay tuned for the published video from the @aswf.io. 0147
Reposted by MAKAlan Murta 🇪🇺 🇺🇦 @alanmurta.bsky.social · 27/09/2026I'm getting some good views of Saturn tonight. #Astrophotography 181
Reposted by MAKBaptiste GENEST @baptiste-genest.bsky.social · 26/09/2026As graphics researchers or geometry teachers, we speak about 3D using screenshots, and that's just sad... What if you could make SLides on top of PolyscOPE? You can using SLOPE! Slope allows you to synchronize a 3D viewer, animated meshes, shaders, live demos, equations (& more) with your slides! 23811
Reposted by MAKmmalex @mmalex.bsky.social · 26/09/2026what a fantastic talk. ignore the thumbnail. it made me think about how i want to create music... even though this is about visual arts. must watch, this vid is NOT what you might expect from anything in the following thumbnail/title/image - its like an anti spoiler. www.youtube.com/watch?v=d7rI...youtube.comLevel Up Your Non-Photoreal Rendering with One Weird Trick — BCON26YouTube video by Blender 0153
Reposted by MAKSam Birley @evilsmeevil.bsky.social · 26/09/2026The OKO Unreal renderer is performantly handling 100 million splats now. The love affair with splats continues... www.magnopus.com/blog/gaussia...magnopus.comGaussian splats part 3: There’s always a bigger scene — MagnopusContinuing our Gaussian splatting development series, Director of Technology Sam Birley breaks down how we bypassed GPU Scene instance caps, implemented PlayCanvas Streamed SOG LODs, and managed GPU m... 031
Reposted by MAKAnis @auzaiffe.bsky.social · 26/09/2026I fell into the #unity3d #HDRP codebase again. Oops. I wrote a post about how the water currents were done at the time: rivers, cascades and vortices on an FFT ocean, and no feature written for any of them. If you are curious: anisb.github.io/2026/09/26/c... 13214
Reposted by MAKArseny Kapoulkine @zeux.io · 25/09/2026meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt... 29427
Reposted by MAKThe Forge Interactive @theforge.dev · 24/09/202660 FPS doesn't always mean smooth gameplay. Average FPS can hide what the player actually feels. That’s why performance analysis needs to look beyond averages. The number matters. The frame times tell the story. #TheForge #GameDev #GraphicsProgramming 0148
Reposted by MAKGijs Richard Kaerts @belgianrenderer.gijskaerts.com · 24/09/2026Finally doing a proper attempt at stochastic light evaluation in the hobby renderer. 60-ish lights in the scene, 2 light samples evaluated per pixel. All lights are area lights, currently either spheres or tubes. 1261
Reposted by MAKNeil Blevins @artofsoulburn.bsky.social · 23/09/2026Trailer for Bard Bird's new animated film "Ray Gunn". Wish I'd had a chance to work on this, but we'll always have The Incredibles 1 and 2 :) www.youtube.com/watch?v=VL-x...youtube.comRay Gunn | Official Trailer | NetflixYouTube video by Netflix 292
Reposted by MAKMike Cook @mtrc.bsky.social · 22/09/2026New Post: Why I Love AI Next month it'll be twenty years since I went to university, learned to program, and studied AI. I wrote about why I loved it, why I still love it, and why, unfortunately, it no longer exists. www.possibilityspace.org/blog/posts/i... 31541161
Reposted by MAKKala Paint @kalapaint.bsky.social · 22/09/2026We've released a few big free updates for Kala Paint these past weeks: Per-Layer Symmetry tool, Major fixes for non-Wacom tablets like Huions, Select Colour Range, better Gradient Maps tooling, Non-Destructible Layer Noises, optimisations and more! 15511
MAK @makramd.bsky.social · 22/09/2026Speaking of Halo...Looks like the next instalment will be back to using a custom engine given the move to Activision. Halo: Campaign Evolved was a nice (and successful) experiment using UE5 IMO. 100
MAK @makramd.bsky.social · 22/09/2026Halo has been chronically mismanaged by 343i/MS for nearly 2 decades. Moving it to ATV can't be any worse. Turr10 has been asscheeks & mismanaged ever since PG came into the picture & released FH1 14 years ago. Rare only released 2 non-kinect projects since MS acquired them 24ys ago ( VPinata & SoT) 100
Reposted by MAKKrzysztof Narkowicz @knarkowicz.bsky.social · 22/09/2026Interesting DLSS5 tech details: github.com/maanHimself/...github.comGitHub - maanHimself/OpenDLSS-NR: A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original.A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original. - maanHimself/OpenDLSS-NR 1208
Reposted by MAKAlpha Beta Gamer @alphabetagamer.bsky.social · 19/09/2026Ever wanted to blast something off the internet? PAGE RAGE is a fun little browser extension game that allows you to destroy any web page! It's available for free here! page-rage.com by indie dev Alex Reardon #gaming 12635220
Reposted by MAKOpenCL @opencl.bsky.social · 18/09/2026The OpenCL Working Group has published the OpenCL 3.1.2 specifications, finalizing the cl_khr_command_buffer extension alongside bug fixes and clarifications. www.phoronix.com/news/OpenCL-... #OpenCL 021
MAK @makramd.bsky.social · 18/09/2026Based on what is being shown today Control: Resonant seems to look (IQ) & run (fps) like molasses on consoles 😥. Alan Wake 2 looks so much better. Budget & time are obviously incomparable but it's absolutely wild when shown side by side with Gears, Wolverine, GTA6 etc 000
Reposted by MAKChris Person @papapishu.bsky.social · 17/09/2026While reviewing the Steam Frame, I replayed all of Half Life: Alyx. It's still a singular game, and on the new hardware it sings. But to play it now is to be confronted with the possibility that nobody will be allowed to make a VR game of that scope ever again. aftermath.site/half-life-al...aftermath.siteWill There Ever Be Another Half-Life: Alyx?Half-Life: Alyx remains the big budget killer app of VR. But playing it again makes you wonder if anyone will match that ambition. 1548772
Reposted by MAKAMD GPUOpen @gpuopen.bsky.social · 17/09/2026More on our tetrahedral cage research: the numbers behind the demo video. 🌳 📉 <2GB of BVH memory, vs. up to 80GB for conventional animated BVHs. ⚡ 500M+ animated triangles ray traced per frame at 60+ FPS. See the breakdown ⬇️ gpuopen.com/learn/how-te...gpuopen.comHow tetrahedral cages significantly reduce BVH memory usageThe AMD tetrahedral cage technique ray traces 25,000 independently animated plants at 60+ FPS while slashing BVH memory and update costs for massive dynamic scenes. 0206
Reposted by MAKOpenCL @opencl.bsky.social · 17/09/2026The Khronos Group has issued an RFP for OpenCL SDK Maintenance. Learn more: www.khronos.org/rfp/opencl-s... #OpenCL #RFP 001
Reposted by MAKBen Beilharz @engramm.ing · 17/09/2026Two new interesting graphics papers. Gaussian Light Transport: patrick-attimont.com/projects/gau... Diffusion Restore: arxiv.org/abs/2605.08916arxiv.orgDiffusion Restore: Real-Time Markov Chain Monte Carlo Light TransportWe present Diffusion Restore, a real-time framework for diffusion-based MCMC light transport. MCMC methods are highly suitable for sampling from complex high-dimensional distributions and for approxim... 0112
MAK @makramd.bsky.social · 17/09/2026Knowing that Kojima's projects are all using UE5 I guess that one of the advantages in partnering with Xbox/MS is their know-how of the engine. Gears E-Day will certainly be the most accomplished UE5 game for a while & be seen a benchmark for all future projects 000
Reposted by MAKOliver Lawson @olawson.bsky.social · 16/09/2026Updated the gallery page with lots of amazing art made with @kalapaint.bsky.social so far. Been mindblowing seeing people use my own program to make such cool stuff! 😍🥰 kalapaint.app/index.php?pa...kalapaint.appGallery - Kala PaintPaintings made with Kala Paint, a one-time-purchase painting app for concept artists and illustrators. 1182
MAK @makramd.bsky.social · 16/09/2026That's apparently what a $200M+ budget gets you...Hands-free "gaming" streamable.com/6civ7lstreamable.comWatch Are you playing the game or game playing you | StreamableWatch "Are you playing the game or game playing you" on Streamable. 000
Reposted by MAKSeithCG @seithcg.bsky.social · 16/09/2026Oh and #GhostOfATale2 is wishlistable on Steam!! Right now! That's right! store.steampowered.com/app/5141030/...store.steampowered.comGhost of a Tale 2 on SteamA medieval adventure with talking animals! You play as Fatale, a thieving mouse who, along with her brother Gusto, will become embroiled in far-reaching events as the tale of a certain lute-carrying m... 27736
Reposted by MAKDominic Tarason @dominictarason.com · 15/09/2026Gunman Contracts is very fun and I wish more people had VR to experience it fully. If you do everything right, you're John Wick. Most players are closer to a very heavily armed Mr Bean. 8575128
MAK @makramd.bsky.social · 15/09/2026I see that Valve is now truly in the business of selling expensive paperweights (Steam Frame & Steam Machine). Good luck I guess 🤔🤷🏻♂️ 000
MAK @makramd.bsky.social · 15/09/2026Dummies happily playing with Frame Generation enabled should be sent to jail.static.klipy.comNene Leakes: I Said What I SaidALT: Nene Leakes: I Said What I Said 000
Reposted by MAKKala Paint @kalapaint.bsky.social · 01/09/2026Kala Paint is out! I'm @olawson.bsky.social , professional artist for 15 years, then game dev, now wrote the painting software I wish I'd been using all this time. GPU-run creamy brushes, no subscription, no gen AI crap, hand-coded with ideas from artists in our Discord, and more added weekly! 502445952
Reposted by MAKAnimation Obsessive @ani-obsessive.bsky.social · 15/09/2026The Disney renaissance movies used to look different. They were planned to be printed on 35 mm film -- that's how they were first released. Modern editions skip that last step in the process. It was a highly developed, overlooked craft, as we explore: animationobsessive.substack.com/p/disneys-fi... 4539931230
MAK @makramd.bsky.social · 12/09/2026www.youtube.com/watch?v=xXaX... 😯😲youtube.comWorld of Warcraft: Forever | New Horizons | Cinematic TrailerYouTube video by World of Warcraft 010
MAK @makramd.bsky.social · 12/09/2026www.youtube.com/watch?v=9eQU...youtube.comSTARCRAFT | Announce Cinematic | DominionYouTube video by StarCraft 000
Reposted by MAKTerence Tao @teorth.bsky.social · 11/09/2026A group of 25 Fields Medalists, including myself, have made a joint declaration on Math and AI: mathandai.org . We welcome additional signatories. See also this article in the Economist announcing the declaration: www.economist.com/science-and-...mathandai.orgDeclaration — Math and AIRead the declaration and add your name. 422052927
Reposted by MAKGabriel Sassone @gabrielsassone.bsky.social · 11/09/2026Really had fun with shadow system for the second edition of our book. I wanted the simplest Virtual Shadow system possible for pointlights: no software page tables, a feedback pass or a persistent page cache. The secret is Mips and Sparse Residency! #Vulkan #GraphicsProgramming #RealTimeRendering 1132
Reposted by MAKXavier Chermain @xavierchermain.bsky.social · 10/09/2026🎉 AtomSlicer just earned the ACM Graphics Replicability Stamp! Our TOG paper on non-planar slicing for FFF 3D printing is now verified fully reproducible, code included. www.replicabilitystamp.org/index.html#h... @univlorraine.bsky.social @labo-loria.bsky.social #3DPrinting #SIGGRAPH 0123
Reposted by MAKAMD GPUOpen @gpuopen.bsky.social · 09/09/2026Stable lighting, frame after frame: new research on a one-step diffusion model for GI, presented at #ECCV2026. 💡 Geometrically aligned, temporally stable lighting. 🧠 Aligns well with real-world features & illumination. Read more ⬇️ gpuopen.com/learn/tempor...gpuopen.comTemporally stable generative illumination with a one-step diffusion modelA generative method for real-time global illumination using a single-step latent diffusion model, delivering stable, high-quality lighting without costly iterative processing. 0193
Reposted by MAKDon Williamson @donw.bsky.social · 09/09/2026Some promotional images went out that showed the system working on dynamic objects, but nothing of the dynamic SH updates. The cute thing about the Voronoi approach was that you could fit all possible neighour probe transitions in a single cache line, which was perfect for the PPU at the time. 0161
Reposted by MAKDon Williamson @donw.bsky.social · 09/09/2026In ~2007 when coding the ambient lighting of Splinter Cell, I had the idea of storing dynamic SH probes in Voronoi cells, where a) dynamic objects could walk/lerp the face graph, and b) static meshes "palettised" probes per vertex and lerped to give Realtime GI. It never shipped but look how pretty! 410515