Antoine Lelievre (@alelievr) 's Twitter Profile
Antoine Lelievre

@alelievr

Graphics Developer on HDRP
Mixture Developer on my spare time

ID: 2553085736

linkhttps://github.com/alelievr/Mixture calendar_today07-06-2014 18:31:10

66 Tweet

51 Followers

70 Following

rob cupisz (@robcupisz) 's Twitter Profile Photo

Here it is! Just released: Enemies A short film we’ve been working on for a while now on the Demo Team, here at Unity. Some notes on rendering in the 🧵 youtu.be/eXYUNrgqWUU #unity #gamedev

Here it is! Just released:

Enemies

A short film we’ve been working on for a while now on the Demo Team, here at Unity.

Some notes on rendering in the 🧵 

youtu.be/eXYUNrgqWUU #unity #gamedev
Arnaud Carré (@leonard_coder) 's Twitter Profile Photo

Finally I have a blog, I can retire! My first post is about using modern hardware to do oldskool stuff. Pixels, Colors and CPU optimizations! arnaud-carre.github.io

Thomas Deliot (@thomasdeliot) 's Twitter Profile Photo

Pleased to announce our #HPG2023 paper w/Laurent Belcour on real-time glints: ggx-research.github.io/publication/20… We improve the SOTA by introducing a correct blending operator and 1.5-5x performance improvement by natively handling anisotropic footprints at a fixed cost: youtu.be/hsBacmXO08I

DirectX 12 (@directx12) 's Twitter Profile Photo

We’ve just released an exciting preview Agility SDK which introduces Work Graphs, a way to enable more GPU autonomy by allowing shaders to dynamically generate additional shader workloads! This release also includes Wave Matrix and accelerated AV1 Encoding devblogs.microsoft.com/directx/agilit…

Arnaud Carré (@leonard_coder) 's Twitter Profile Photo

I wrote a blog post about a new API I've been working on recently with other talented people at Unity. You may recognize some #demoscene artistic vibes in my sample app :) blog.unity.com/engine-platfor…

Harold Halibut out NOW! (@haroldhalibut) 's Twitter Profile Photo

Harold Halibut is going to ship with Unity’s new upscaling solution #STP. We are using it already and the quality is incredible! Thanks a lot to Kleber Garcia, Gregory Mitrano , NOTimothyLottes , Sébastien Lagarde and Natalya Tatarchuk 🇺🇦 and the rest of the Weta realtime & hdrp team.

Harold Halibut is going to ship with <a href="/unity/">Unity</a>’s new upscaling solution #STP.
We are using it already and the quality is incredible!
Thanks a lot to <a href="/kechogarcia/">Kleber Garcia</a>, <a href="/GregoryMitrano/">Gregory Mitrano</a> , <a href="/NOTimothyLottes/">NOTimothyLottes</a> , <a href="/SebLagarde/">Sébastien Lagarde</a>  and <a href="/mirror2mask/">Natalya Tatarchuk 🇺🇦</a>  and the rest of the Weta realtime &amp; hdrp team.
Kleber Garcia (@kechogarcia) 's Twitter Profile Photo

Free demo for @HaroldHalobut is out! a glimpse of the materpiece the slowbros studios has created for you all using unity HDRP. We've been working hard optimizing and ensuring this game really shines and the best part: almost all improvements have made it to the LTS.

Harold Halibut out NOW! (@haroldhalibut) 's Twitter Profile Photo

After over ten years of development, we have a release date! It’s so surreal to be this close to the finish line, and we can’t wait for folks to finally play Harold Halibut on April 16 🎉🎉

Tom Stochastic | Making Tiny Glade 🏰🌿 (@h3r2tic) 's Twitter Profile Photo

Tiny Glade's rendering started simple, but now we have real-time global illumination, GPU-driven rendering, novel DoF, ray tracing, and entirely too much ray marching :D Wanna know more? Come see my GPC talk! Nov 14, Breda, NL. graphicsprogrammingconference.nl/#tiny-glade

Tiny Glade's rendering started simple, but now we have real-time global illumination, GPU-driven rendering, novel DoF, ray tracing, and entirely too much ray marching :D

Wanna know more? Come see my GPC talk!
Nov 14, Breda, NL.

graphicsprogrammingconference.nl/#tiny-glade
Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

Looking for a fast method to render your large-scale game components? Our lastest High-Perf Graphics paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.

rob cupisz (@robcupisz) 's Twitter Profile Photo

I can't believe we're done! Time Ghost A short film we on the Demo Team have been working on for a while youtu.be/o1JIK5W3DRU Like all our team’s demos, it runs in real-time at 30fps in Unity. Over the next days I’ll be posting rendering and tech art breakdowns in this 🧵

OFavrel (@favrelo) 's Twitter Profile Photo

Hey! I'm super excited to share that with today's #unity6 launch, we’re also dropping a new #vfxgraph learning sample. 🎉 It's been a blast putting this together and I hope it helps you dive into VFX Graph one attribute at a time. #vfx #unity3d #gamedev

Arseny Kapoulkine 🇺🇦 (@zeuxcg) 's Twitter Profile Photo

After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!

Stewie @MrMacRight (@mrmacright) 's Twitter Profile Photo

I ported Unity’s PS4-grade Spaceship tech demo to iPhone & iPad. A playable AAA HDRP showcase with advanced lighting, VFX, and a full benchmark mode — now running on A17 Pro devices and later. TestFlight: testflight.apple.com/join/xAPVwnau Github: github.com/mrmacright/Spa…

Anis Benyoub (@auzaiffe) 's Twitter Profile Photo

Found and solved a years-old bug in Unity's HDRP IBL system. Turns out using the same sequence for every pixel + a local basis with a singularity leads to visible seams on rough metallic surfaces (who would have thought?). auzaiffe.wordpress.com/2026/01/10/sam…