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]

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Thanks for sharing! I was there in the audience at the time, but haven't rewatched it since. I'd really love to see more of these talks on how a solution was achieved in addition to how the solution works.
May 14, 2025 at 10:01 PM
Always fun to debug these types of issues where your prepass for example uses an FMA somewhere for determining vertex positions while your main shading pass somehow doesn't!
April 24, 2025 at 2:59 PM
I think you might've convinced me to give this a proper shot. I was never against the idea of using LLMs to assist in writing code, but for some reason it never seemed to register as something I'd inherently want to use. It is appealing to be able to get to the interesting hard problems more quickly
March 25, 2025 at 12:05 AM
On Bluesky chat! Basically just messaged that we're around at that time!
February 28, 2025 at 1:56 PM
DM'd you!
February 28, 2025 at 1:49 PM
We didn't! Just passed by! Open to an invite though, haha!
February 28, 2025 at 12:36 PM
You were major part of making this all happen! It's good to be able to celebrate all that hard work.
January 21, 2025 at 10:54 PM
Congratulations Trung!!
December 18, 2024 at 6:33 AM
Do you end up storing UVs in your gbuffer at all in that case?
December 12, 2024 at 11:00 PM
I think I remember you mentioning in one of your talks that you have a lean gbuffer by not writing color to it and instead sampling colors based on material ID. Does VT allow you to support textures this way as well by guaranteeing you'll only ever have one texture atlas for all materials?
December 12, 2024 at 7:35 PM