Gijs Richard Kaerts
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belgianrenderer.gijskaerts.com
Gijs Richard Kaerts
@belgianrenderer.gijskaerts.com
Graphics nerd - Rendering Lead on Unreal Engine @ Epic. Previously Rendering @ Roblox, Deviation Games, Halo, and more!

Also on Mastodon: @[email protected]

🇧🇪🇨🇦
I've been pretty quiet on here recently, but I thought I'd share some life updates!

Today was my last day at Roblox. It's been amazing few years, and I'll really miss the team I'm leaving behind!

Next week I start a new adventure at Epic Games as a Lead Rendering Programmer on Unreal Engine!
June 14, 2025 at 12:29 AM
I ran the Vancouver Marathon yesterday, which was my first ever full Marathon! Ended with a time of 3h38min, which I'm super happy with!

Was supposed to run it last year, but got injured just weeks before the race. Feels incredibly gratifying to finally be able to run it and finish it!
May 5, 2025 at 5:02 PM
First time voting in a federal Canadian election since I became a citizen. And what an election too! Keep those elbows up Canada!
April 29, 2025 at 4:22 AM
Reposted by Gijs Richard Kaerts
PhD Timeline xkcd.com/3081
April 25, 2025 at 3:32 PM
Reposted by Gijs Richard Kaerts
RDV au prochain stream avec @beammyup.bsky.social et @yoriculaire.bsky.social le mercredi 16 avril à 17h Montréal / 23h Barcelone!
Sur twitch.tv/shiniesandshadows évidemment!
a white dog says i 'm a pro
Alt: a white cat putting sun glasses on. Overlay text states "i 'm a pro"
media.tenor.com
April 12, 2025 at 11:06 AM
Reposted by Gijs Richard Kaerts
Salut! @yoriculaire.bsky.social et @beammyup.bsky.social vont continuer leur exploration de l'utilisation du USD dans le moteur de Remedy games ce vendredi à 17h EST/ 23h CET! On a hâte de vous y voir 🤩✨
April 10, 2025 at 1:41 AM
I'll be at GDC this week! Probably won't be around the conference center much throughout the day, but would be happy to meet up after hours is others are around!
March 17, 2025 at 3:08 PM
Reposted by Gijs Richard Kaerts
the best place in the city, on the seawall past the lions gate bridge, when the full ocean opens up and the pavement bends out of view

a world of possibilities, just waiting to be explored
March 11, 2025 at 10:52 PM
When in Amsterdam we of course have to pass by Guerilla! With @beammyup.bsky.social
February 28, 2025 at 12:04 PM
Reposted by Gijs Richard Kaerts
Join us next March 5th, 6:30pm, at the beautiful offices of Rodeo FX for our next RGBA Mixer! It is a special edition we organized in partnership with WIA Montreal and Rodeo FX❤️ Don't miss out!😉

🎟️Register here: rgbamixer.eventbrite.ca
RGBA Mixer
Join us at RGBA Mixer, a welcoming and casual networking event for all professionals of the Montreal's Computer Graphics industry!
rgbamixer.eventbrite.ca
February 21, 2025 at 9:07 PM
Oh boy does it feel good to be Canadian tonight!!
February 21, 2025 at 5:34 AM
Neat!
New dithering method dropped

I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

Explainer video:
www.youtube.com/watch?v=HPqG...

Source repository:
github.com/runevision/D...

#gamedev #vfx
January 23, 2025 at 8:04 PM
I don't discuss Roblox much on here, but today is special! My team has been working on a lighting scalability system (a project we dubbed "Unified Lighting") for quite some time now, and today we're finally letting developers play around with it in Roblox Studio!

devforum.roblox.com/t/let-there-...
Let There Be (Unified) Light! Unified Lighting Enters Studio Beta
Hello Creators, Roblox is committed to providing an exceptional user experience for everyone, no matter what experience they jump into or what device they’re using. This is why we prioritize building...
devforum.roblox.com
January 21, 2025 at 9:46 PM
Reposted by Gijs Richard Kaerts
Bonjour Hi et Bonne année 2025! 🎊🥳

Ce lundi, @yoriculaire.bsky.social et @beammyup.bsky.social lancent le premier stream de 2025 avec la lecture de developer.nvidia.com/gpugems/gpug..., l'une de vos suggestions! :)

Nous avons très hâte de vous retrouver ce lundi 11h EST, 17h CET sur Twitch! ✨
Chapter 18. Relaxed Cone Stepping for Relief Mapping
developer.nvidia.com
January 13, 2025 at 7:48 AM
Watching the sun rise over the water and north shore mountains on early morning seawall runs.

The breathtaking view on the first clear sky day after the mountains got a dump of snow.

The abundance of amazing and interesting food options across the city.

And so much more too!
CHALLENGE: Here’s one for those of you following me from right here in Vancouver (I have no idea how many of u there are, but I’m curious).

Share something you love about our city, without sneaking in (in the usual way we do) a backhanded criticism of any kind.

See if you can do it. #VancouverLove
December 12, 2024 at 3:09 PM
Reposted by Gijs Richard Kaerts
One of the things that I've learned over the last year being the sole graphics engineer on a large Unreal project is how important it was to collaborate with tech arts and QA more so than ever. Daily talk. Being good friends. It makes up for all the job fulfillment of game development.
December 11, 2024 at 12:22 AM
OpenUSD update! All of my "core" asset types can now bake into runtime formats from USD + I have a good workflow set up to add additional USD schemas and get those into engine runtime formats easily!

Time to actually port over some rendering code!
December 5, 2024 at 4:52 PM
Thinking out loud here: What's the point of tools like Intellisense when even on a small- to medium-sized codebase it takes longer to resolve type/function information than it does for me to just look up the information I need? Feels like it just adds another barrier instead of removing one!
December 5, 2024 at 3:56 PM
Reposted by Gijs Richard Kaerts
Nous sommes à la recherche de notre prochain sujet! S'il y a un article/blog/présentation ou autre format que vous aimeriez disséquer avec @yoriculaire.bsky.social, @beammyup.bsky.social et notre communauté, envoyez-nous vos suggestions!

Ici 👇 ou en DM ✨
December 2, 2024 at 5:19 PM
And the first few USD asset types pass the runtime asset integration tests! Neat!
December 1, 2024 at 8:26 PM
OpenUSD wrangling time! Goal for today: Build a proof of concept for representing all of my renderer's asset types (e.g. geometry, textures, material shaders, materials, etc.) in native USD where possible. Bonus points if we can get the asset pipeline to spit out runtime assets!
December 1, 2024 at 4:36 PM
Reposted by Gijs Richard Kaerts
We're streaming tomorrow 11am EST/ 5pm CET to talk about the performance implications and optimization options of this painterly shading approach!

Joignez-nous sur Twitch! :D
November 28, 2024 at 10:45 PM
Took a little excursion into OpenUSD today. Had been wanting to learn more about it for a long time! My head is full of prims now.
November 28, 2024 at 6:26 AM
I've slowly been cleaning up and migrating my long-standing home renderer project to a new public github repo. I'm trying to fix a bunch of grievances I've had with it along the way, one of them being minimal shader rebuilds when changing a header. I had no idea how deep the insanity would go :(
November 23, 2024 at 8:41 PM
Woah, how are there over 800 of you following me?? I'll need to make sure to make some time to follow some people back. I see a lot of familiar names!

If you found me through a list/starter pack: Hi, I'm Gijs, and I'm a long-time graphics programmer. I'll have some fun stuff to share on here soon!
November 18, 2024 at 6:10 PM