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MAK

@makramd.bsky.social
1.1K followers 424 following 1.2K posts

⚠️Actively looking for work⚠️ Freelance & Consulting work. Photogrammetry Environmental tech artist GFX & rendering historian www.artstation.com/makram mastodon.gamedev.place/@makram

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Neil Blevins @artofsoulburn.bsky.social · 21h
After 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
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Joe @joegamedev.bsky.social · 29/09/2026
I'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
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MAK @makramd.bsky.social · 16h
🙏🏻 🙌🏼
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Arseny Kapoulkine @zeux.io · 20h
New 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...
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MAK @makramd.bsky.social · 22h
Intel Open Image Denoise 3 with temporal denoising and upscaling is coming soon to Blender youtu.be/50x2bgBdz-E?...
youtu.be
Intel Open Image Denoise 3: Fast Temporal Denoising & Supersampling in Cycles — BCON26
YouTube video by Blender
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Jon Rocatis @rockets2000.bsky.social · 29/09/2026
The 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.com
007 First Light Art Blast - ArtStation Magazine
There 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...
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007 First Light @007game.ioi.dk · 29/09/2026
A free DLC is just around the bend. Tune in on October 1st. #007FirstLight #EarnTheNumber
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Colin Riley @domipheus.bsky.social · 29/09/2026
We have a schedule! I'm planning to play some Planet Coaster 2 - also open to other games for the Friday!
Schedule diagram for https://www.justgiving.com/page/teamcheesethieves26.
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Gijs Richard Kaerts @belgianrenderer.gijskaerts.com · 28/09/2026
More 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.
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Jonathan Stone @sheriffstone.bsky.social · 26/09/2026
Thanks 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.
The MaterialX Teapot and LionThe MaterialX Stirling
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Alan Murta 🇪🇺 🇺🇦 @alanmurta.bsky.social · 27/09/2026
I'm getting some good views of Saturn tonight. #Astrophotography
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Baptiste GENEST @baptiste-genest.bsky.social · 26/09/2026
As 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!
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mmalex @mmalex.bsky.social · 26/09/2026
what 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.com
Level Up Your Non-Photoreal Rendering with One Weird Trick — BCON26
YouTube video by Blender
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Sam Birley @evilsmeevil.bsky.social · 26/09/2026
The OKO Unreal renderer is performantly handling 100 million splats now. The love affair with splats continues... www.magnopus.com/blog/gaussia...
magnopus.com
Gaussian splats part 3: There’s always a bigger scene — Magnopus
Continuing 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...
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Anis @auzaiffe.bsky.social · 26/09/2026
I 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...
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Arseny Kapoulkine @zeux.io · 25/09/2026
meshoptimizer 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...
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The Forge Interactive @theforge.dev · 24/09/2026
60 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
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Gijs Richard Kaerts @belgianrenderer.gijskaerts.com · 24/09/2026
Finally 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.
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Neil Blevins @artofsoulburn.bsky.social · 23/09/2026
Trailer 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.com
Ray Gunn | Official Trailer | Netflix
YouTube video by Netflix
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Mike Cook @mtrc.bsky.social · 22/09/2026
New 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...
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Kala Paint @kalapaint.bsky.social · 22/09/2026
We'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!
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MAK @makramd.bsky.social · 22/09/2026
Speaking 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.
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MAK @makramd.bsky.social · 22/09/2026
Halo 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)
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Krzysztof Narkowicz @knarkowicz.bsky.social · 22/09/2026
Interesting DLSS5 tech details: github.com/maanHimself/...
github.com
GitHub - 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
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Alpha Beta Gamer @alphabetagamer.bsky.social · 19/09/2026
Ever 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
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OpenCL @opencl.bsky.social · 18/09/2026
The 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
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MAK @makramd.bsky.social · 18/09/2026
Based 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
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Chris Person @papapishu.bsky.social · 17/09/2026
While 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.site
Will 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.
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AMD GPUOpen @gpuopen.bsky.social · 17/09/2026
More 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.com
How tetrahedral cages significantly reduce BVH memory usage
The 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.
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OpenCL @opencl.bsky.social · 17/09/2026
The Khronos Group has issued an RFP for OpenCL SDK Maintenance. Learn more: www.khronos.org/rfp/opencl-s... #OpenCL #RFP
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Ben Beilharz @engramm.ing · 17/09/2026
Two new interesting graphics papers. Gaussian Light Transport: patrick-attimont.com/projects/gau... Diffusion Restore: arxiv.org/abs/2605.08916
arxiv.org
Diffusion Restore: Real-Time Markov Chain Monte Carlo Light Transport
We 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...
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MAK @makramd.bsky.social · 17/09/2026
Knowing 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
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Oliver Lawson @olawson.bsky.social · 16/09/2026
Updated 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.app
Gallery - Kala Paint
Paintings made with Kala Paint, a one-time-purchase painting app for concept artists and illustrators.
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MAK @makramd.bsky.social · 16/09/2026
That's apparently what a $200M+ budget gets you...Hands-free "gaming" streamable.com/6civ7l
streamable.com
Watch Are you playing the game or game playing you | Streamable
Watch "Are you playing the game or game playing you" on Streamable.
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SeithCG @seithcg.bsky.social · 16/09/2026
Oh and #GhostOfATale2 is wishlistable on Steam!! Right now! That's right! store.steampowered.com/app/5141030/...
store.steampowered.com
Ghost of a Tale 2 on Steam
A 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...
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Dominic Tarason @dominictarason.com · 15/09/2026
Gunman 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.
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MAK @makramd.bsky.social · 15/09/2026
I see that Valve is now truly in the business of selling expensive paperweights (Steam Frame & Steam Machine). Good luck I guess 🤔🤷🏻‍♂️
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MAK @makramd.bsky.social · 15/09/2026
Dummies happily playing with Frame Generation enabled should be sent to jail.
static.klipy.com
Nene Leakes: I Said What I Said
ALT: Nene Leakes: I Said What I Said
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Kala Paint @kalapaint.bsky.social · 01/09/2026
Kala 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!
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Animation Obsessive @ani-obsessive.bsky.social · 15/09/2026
The 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...
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MAK @makramd.bsky.social · 12/09/2026
www.youtube.com/watch?v=xXaX... 😯😲
youtube.com
World of Warcraft: Forever | New Horizons | Cinematic Trailer
YouTube video by World of Warcraft
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MAK @makramd.bsky.social · 12/09/2026
www.youtube.com/watch?v=9eQU...
youtube.com
STARCRAFT | Announce Cinematic | Dominion
YouTube video by StarCraft
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Terence Tao @teorth.bsky.social · 11/09/2026
A 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.org
Declaration — Math and AI
Read the declaration and add your name.
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Gabriel Sassone @gabrielsassone.bsky.social · 11/09/2026
Really 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
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Xavier 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
A spaceship model sliced with AtomSlicer
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MAK @makramd.bsky.social · 09/09/2026
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AMD GPUOpen @gpuopen.bsky.social · 09/09/2026
Stable 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.com
Temporally stable generative illumination with a one-step diffusion model
A generative method for real-time global illumination using a single-step latent diffusion model, delivering stable, high-quality lighting without costly iterative processing.
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Don Williamson @donw.bsky.social · 09/09/2026
Some 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.
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Don Williamson @donw.bsky.social · 09/09/2026
In ~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!
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