Real-Time Graphics Specialist (Retired)

Burlingame, CA
Joined February 2010
Naty Hoffman retweeted
We've launched our next historical game, the long awaited second edition of An Infamous Traffic. If you love economic games or want to learn more about imperialism and trade in the 19th century, check it out! kickstarter.com/projects/col…
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Naty Hoffman retweeted
Replying to @samim
It’s also the solar spectrum peak and a atmospheric transparency zone (ozone absorbs UV and greenhouse gases absorb infrared)
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Naty Hoffman retweeted
water is transparent only within a very narrow band of the electromagnetic spectrum, so living organisms evolved sensitivity to that band, and that's what we now call "visible light".
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Naty Hoffman retweeted
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/billions-…
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Naty Hoffman retweeted
Going to bed these days
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Emissive shaders. Type a temperature in K and get a blackbody colour – that's how most shaders do it, and it's wrong for practically every real material. Kirchhoff's law fixes it. linkedin.com/pulse/thermal-l…
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Naty Hoffman retweeted
Best SF billboard goes to this estate planning lawyer
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Naty Hoffman retweeted
Great presentation, also includes a good summary of denoising, recommended read: "Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4", Advances in Real-Time Rendering, Siggraph 2026 advances.realtimerendering.c…
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Based on my blog post from last Christmas. This new presentation also discusses brand new Vulkan extensions released since, and discusses the issues of the bloated shader framework (a topic I want to discuss more in my next blog post). sebastianaaltonen.com/blog/n…
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Extended (2x longer) version recorded in YouTube: xitter.cf/SebAaltonen/status/208…
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SIGGRAPH 2026: ARM Moving Mobile Graphics slides are public! Includes my presentation: Reducing graphics API complexity: A clean slate API design for modern hardware developer.arm.com/community/…
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Naty Hoffman retweeted
Smooth surfaces, fewer triangles: new AMD research on “GPU view-adaptive crack-free subdivision of Bézier surfaces”! 🔺 Triangles concentrated where curvature & screen size demand it. ⚡ Built on GPU work graphs, no manual sync needed. Learn more ⬇️ gpuopen.com/learn/gpu-view-a…
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Naty Hoffman retweeted
Speeding up Path Tracing via Online Radiance Cache Acceleration (ORCA), Advances in Real-Time Rendering in Games, Siggraph 2026 advances.realtimerendering.c…
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Naty Hoffman retweeted
Smolder — Real-Time Volumetric Effect Rendering in Glacier and 007 First Light, Advances in Real-Time Rendering in Games, Siggraph 2026 advances.realtimerendering.c…
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Naty Hoffman retweeted
Muhammad Anas and Alan Wolfe: A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/0015/02/0…
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Naty Hoffman retweeted
i can’t believe someone solved recipe design decades ago and everyone just decided to ignore it
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