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Peter Bay Bastian

@pbbastian.bsky.social
631 followers 331 following 1 posts

Rendering at IOI, previously at Unity

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Peter Bay Bastian @pbbastian.bsky.social · 17/11/2025
I’m at #gpc2025 this week - excited to talk about how we ported HITMAN to iOS tomorrow with my colleague Mircea Catana!
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PlayStation @playstation.com · 01/09/2025
State of Play presents a 007 First Light deep dive on September 3 Get ready for over 30 minutes of new gameplay. Full details: play.st/4oZz9DQ
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Christoph Kubisch @pixeljetstream.bsky.social · 24/07/2025
Just pushed a technique to avoid too many BLAS builds for continuous cluster-based LoD ray tracing. Thanks to Pyarelal Knowles whose instance merging idea was a precursor to this solution and helped on debugging. github.com/nvpro-sample...
github.com
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Hitman @hitman.ioi.dk · 10/07/2025
We are proud to receive Rolling Stone's Best VR Game Award for HITMAN World of Assassination on PSVR2. Grab your copy today and dive into the most immersive HITMAN experience. store.playstation.com/concept/1000... #HITMAN #Agent47 #PSVR2
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Hitman @hitman.ioi.dk · 20/06/2025
HITMAN World of Assassination is coming to iPhone, iPad, and Mac this summer. Experience over 100 hours of content on your pocket-sized devices for the first time, along with stunning visuals across the Apple silicon Mac lineup. Your next contract is going mobile. #HITMAN #Agent47
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Arseny Kapoulkine @zeux.io · 12/06/2025
meshoptimizer 0.24 is out! Featuring new meshlet builder for raytracing workloads, improvements to cluster partitioning, new functions for reindexing, simplification, clustering and coverage computation, many internal improvements and, of course, VS2013 support!
github.com
Release v0.24 · zeux/meshoptimizer
This release contains many improvements to the meshoptimizer library and some gltfpack fixes! Some highlights: New meshlet builder (meshopt_buildMeshletsSpatial) designed for raytracing workloads o...
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ceruleite.bsky.social @ceruleite.bsky.social · 08/06/2025
Only a few days till REAC is here - register, log in, and soak in all the rendering architecture goodness! Program: enginearchitecture.org/2025.htm Register: tinyurl.com/register4rea... See you there!!
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Apoorva Joshi @apoorvaj.io · 22/05/2025
Just relaunched papaya.io — a web-based image editor I've been building on nights and weekends. What's new: - .ppy file format for local saves - Automatic browser persistence - WebP import/export support Building fast and shipping features regularly. Try it out — feedback very welcome.
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Baptiste GENEST @baptiste-genest.bsky.social · 10/05/2025
Implicit surfaces are great, but if you are not Inigo Quilez, it's really hard to control how they look... That's why I'm really proud to annonce our Eurographics 2025 paper: "Implicit UVs: Real-time semi-global parameterization of implicit surfaces".
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filmicworlds.bsky.social @filmicworlds.bsky.social · 07/05/2025
First! Been meaning to start posting here, and what better way than my first blog post in a while: Upsampling via Multisampling. It's an experiment in using an MSAA buffer to perform 4x area scaling. 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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Wilhem Barbier @wbrbr.bsky.social · 07/05/2025
I am proud to announce our Eurographics 2025 paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs"! With Mathieu Sanchez (joint first author), @axelparis.bluesky.social, @elie-michel.bsky.social, Thibaud Lambert, @tamyboubekeur.bsky.social, Mathias Paulin and Théo Thonat.
Left: an input CSG tree and a much smaller pruned tree computed using our method.
Right: a rendered scene showing the number of active nodes per cell. Our method reduces the active nodes to less than 20 from the initial 6023 nodes of the input tree.
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https://bsky.app/profile/troy-s.mastodon.art.ap.brid.gy @troy-s.bsky.social · 23/12/2024
Ok… one for BlueSky. Everyone talks about “The Abney Effect”, right? The truth is, few realize that it’s not a single effect. This false myth stems from our misunderstanding of stimuli *as* colour. Always remember: Anyone who tries to tell you that “Uniform Colour Spaces” or “Colour Appearance
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Jacco Bikker 🎦 @jbikker.bsky.social · 13/12/2024
On behalf of the '25 paper chairs: 🎉 The #HPG2025 Call for Papers is LIVE! Join us in beautiful Copenhagen, June 23-25, for cutting-edge discussions on graphics hardware and software. Co-located with #EGSR2025, it's the perfect stage for your research. 👉 highperformancegraphics.org/2025/program...
highperformancegraphics.org
High-Performance Graphics 2025
High-Performance Graphics 2025 - June 23-25 Copenhagen
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Peyman Milanfar @docmilanfar.bsky.social · 29/11/2024
The Gaussian is a nice bumpy shape, but sometimes we hope for a smooth (i.e. C∞) function like the Gaussian that is 𝒂𝒍𝒔𝒐 compactly supported. One such class of functions is called "Bump functions" 1/6
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