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Martin Mittring Profile
Martin Mittring

@MittringMartin

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106
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213
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2,075

Graphics coder @ SEED Electronic Arts

California, USA
Joined November 2012
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@MittringMartin
Martin Mittring
1 year
The books the shaped my Computer Graphics brain.
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@MittringMartin
Martin Mittring
2 years
my unpopular opinion: this is not evil: (float)x this is: static_cast<float>(x) too much typing, too much to read, no benefit
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@MittringMartin
Martin Mittring
11 months
Machine Learning for Game Devs: Part 1 by Alan Wolfe – Electronic Arts SEED Future Graphics Team intended audience is game devs, plain, bare bones C++ that does training, plain C++/DX12 demo that does inference in compute shaders in real time
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@MittringMartin
Martin Mittring
6 years
Oculus Blog: Tech Note: Shader Snippets for Efficient 2D Dithering Check out for the free sample / HLSL shadertoy like tool (with DX11 source) for your own performance experiments.
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@MittringMartin
Martin Mittring
2 years
I’m starting a new position as Principal Rendering Engineer at Electronic Arts SEED. So exited !
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@MittringMartin
Martin Mittring
1 year
@knarkowicz Screen space shadows code by Graham Aldridge: Phantastic work released under Apache-2.0
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@MittringMartin
Martin Mittring
1 year
Win11 no longer allows to create new text file from context menu. Seriously? "Show more options" has the same choices. My workaround was to create a Publisher Document, rename it to some text format like .hlsl or .txt, delete the binary crap and start typing but it made me sad.
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@MittringMartin
Martin Mittring
1 year
It took my a while to understand why GPU ray tracing is faster without back face culling. Seems the fast path cannot do the test so it needs to do extra work. I expected the test to be part of the ray triangle intersection.
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@MittringMartin
Martin Mittring
8 years
When to do use the geometry shader.
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@MittringMartin
Martin Mittring
3 years
Memory layout that provides: Deterministic memory map behavior, Single-cycle allocation speed, Regular C object life cycle for objects that need it. This makes it very suitable for games.
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@MittringMartin
Martin Mittring
7 years
Temporally Stable Conservative Morphological Anti-Aliasing (TSCMAA) IMHO: Must be good, more cryptic letters in front of AA.
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@MittringMartin
Martin Mittring
7 years
GPU throughput info on instruction or type int/float/double/.. AMD: NVIDIA: INTEL:
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@MittringMartin
Martin Mittring
7 years
A CONCURRENT COMPONENT-BASED ENTITY ARCHITECTURE FOR GAME DEVELOPMENT
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@MittringMartin
Martin Mittring
5 years
Beautify interactive diagrams about rendering
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@MittringMartin
Martin Mittring
4 years
CUSTOM GAME ENGINES: A Small Study Thanks for the extensive work!
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@MittringMartin
Martin Mittring
8 years
EG2014 Efficient Sorting & Searching in Rendering Algorithms dense sides deck on gfx algorithms and data structures
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@MittringMartin
Martin Mittring
3 years
Metric for code/system quality "How easy is it to delete that code/data?" -- Bobby Anguelov
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@MittringMartin
Martin Mittring
1 year
Quadtree ReSTIR GI 2D, paint with mouse, see key bindings
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@MittringMartin
Martin Mittring
7 years
Realtime CPU/D3D/OpenGL/CUDA/Metal Profiler in a single C file with web browser viewer
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@MittringMartin
Martin Mittring
1 year
RenderMan: An Advanced Path Tracing Architecture for Movie Rendering
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@MittringMartin
Martin Mittring
6 years
GPU-DRIVEN RENDERING For the ones wondering how the Nvidia GPUs is processing the data
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@MittringMartin
Martin Mittring
4 years
Stupid code (is good)
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@MittringMartin
Martin Mittring
2 years
Ray tracing Gems I+II free books as pdf
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@MittringMartin
Martin Mittring
8 years
Spherical Illuminance Composition for Real-Time Indirect Illumination
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@MittringMartin
Martin Mittring
11 months
Shadow Techniques from Final Fantasy XVI
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@MittringMartin
Martin Mittring
8 years
REAL-TIME FIBER-LEVEL CLOTH RENDERING
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@MittringMartin
Martin Mittring
6 years
Horizon-Based Indirect Lighting (HBIL) Hint: Download the pdf
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@MittringMartin
Martin Mittring
8 years
Forward Light Cuts: A Scalable Approach to Real-Time Global Illumination
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@MittringMartin
Martin Mittring
8 years
You want to become a Graphics Programmer ... good reads:
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@MittringMartin
Martin Mittring
8 years
SIGGRAPH 2016: Volume Encoded UV-Maps
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@MittringMartin
Martin Mittring
10 years
EFFICIENT SORTING AND SEARCHING IN RENDERING ALGORITHMS (Eurographics 2014) very extensive, high level, great work http://t.co/lxipC0KB8w
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@MittringMartin
Martin Mittring
7 years
Ray Tracing Course (TU Wien, 39 videos, English, by 2 minute papers)
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@MittringMartin
Martin Mittring
7 years
Siggraph 2017: Beyond Points and Beams: Higher-Dimensional Photon Samples for Volumetric Light Transport
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@MittringMartin
Martin Mittring
6 years
Unreal Engine GDC 2019 tech talks now available online From ‘Refactoring the Mesh Drawing Pipeline’ to ‘Ray Tracing in Unreal Engine 4.22’, several hours worth of GDC presentations are now online.
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@MittringMartin
Martin Mittring
5 years
Finally I found some simple working D3D DXR Ray-tracing demo with sources.
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@MittringMartin
Martin Mittring
3 years
Unreal Engine4 Rendering Dependency Graph Crash Course.pptx
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@MittringMartin
Martin Mittring
2 years
Xbox names explained
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@MittringMartin
Martin Mittring
7 years
Practical Realtime Strategies for Accurate Indirect Occlusion
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@MittringMartin
Martin Mittring
7 years
Eurographics17: GPU Ray Tracing using Irregular Grids
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@MittringMartin
Martin Mittring
7 years
Point filtered texture anti-aliasing. UnrealEngine 4 material function port of Useful for certain art style with MSAA rendering. With TemporalAA in converges quicker Thx @pixelmager @IkarosAV
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@MittringMartin
Martin Mittring
5 years
SIGGRAPH 2017 Course Notes Rethinking Texture Mapping All the good stuff in one place!
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@MittringMartin
Martin Mittring
7 years
The Bounced z-Buffer for Indirect Visibility
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@MittringMartin
Martin Mittring
9 years
Building Paragon in Unreal Engine 4 How we optimized CPU&GPU to run @ 60Hz on PS4 and PC I will present the GPU part
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@MittringMartin
Martin Mittring
2 years
Computer Graphics: Principles and Practice
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@MittringMartin
Martin Mittring
7 years
signed distance field rendering and other things
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@MittringMartin
Martin Mittring
3 years
Top 20 C++ multithreading mistakes and how to avoid
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@MittringMartin
Martin Mittring
1 year
Shader Components: Modular and High Performance Shader Development
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@MittringMartin
Martin Mittring
3 years
Enterprise PBR Shading Model Specification is an interesting read
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@MittringMartin
Martin Mittring
1 year
The microarchitecture of Intel, AMD, and VIA CPUs An optimization guide for assembly programmers and compiler makers
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@MittringMartin
Martin Mittring
7 years
Illumination. Deep info on light sources, color and lights
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@MittringMartin
Martin Mittring
3 years
Why GPU are faster than CPU, functional programming, GPU languages
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@MittringMartin
Martin Mittring
2 years
Physics and Math of Shading
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@MittringMartin
Martin Mittring
6 years
Some Unreal Engine 4 Physical Based Rendering material links:
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@MittringMartin
Martin Mittring
1 year
[=] is c++ performance trap, if you use it and didn't fall into it you are likely just didn't realized it. You might copy huge objects by accident. As I just realized.
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@MittringMartin
Martin Mittring
8 years
Neat Web BRDF explorer (GGX, Spherical Gaussian, ..) (left and right bottom has some UI)
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@MittringMartin
Martin Mittring
8 years
Libigl - open source C++ library for geometry processing research and development
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@MittringMartin
Martin Mittring
7 years
A fully customizable webgl shader sandbox to embed in your pages
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@MittringMartin
Martin Mittring
6 years
CppCon 2017: Nicolas Guillemot “Design Patterns for Low-Level Real-Time ... via @YouTube
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@MittringMartin
Martin Mittring
7 years
Visual Studio C++ tip: Quickly want to debug some code without a rebuilt #pragma optimize( "", off ) ..code.. #pragma optimize( "", on )
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@MittringMartin
Martin Mittring
4 years
Agner Fog: Everything you need to know about optimizing code for x86 and x86-64
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@MittringMartin
Martin Mittring
6 years
GPU internals explained with more usage of eye balls and cute characters than usual
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@MittringMartin
Martin Mittring
3 years
Temporal AA and the quest for the Holy Trail
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@MittringMartin
Martin Mittring
2 years
TAA & ReSTIR Jacco Bikker
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@MittringMartin
Martin Mittring
5 years
Oculus: Translucent vs Masked Rendering in Real-Time Applications Great post!
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@MittringMartin
Martin Mittring
7 years
Tensorflow and deep learning - without a PhD by Martin Görner via @YouTube IMO: explanations of many complex topics
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@MittringMartin
Martin Mittring
5 years
Revectorization-Based Shadow Mapping
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@MittringMartin
Martin Mittring
8 years
Instant Field-Aligned Meshes IMO: An efficient and flexible solution to a hard problem, could be extremely useful.
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@MittringMartin
Martin Mittring
10 months
Playing with Real-Time Shadows by Nikolas Kasyan Still holds up very well !
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@MittringMartin
Martin Mittring
8 years
Art and Technology at Pixar, from Toy Story to today SIGGRAPH ASIA 2015 Course Notes
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@MittringMartin
Martin Mittring
1 year
Better Performance at Lower Occupancy
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