Sylvain Meunier

@meuns.bsky.social

Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !

I am looking for full-time work starting October. I am a graphics programmer with a AAA experience (Ubisoft, Quantic), where I worked with real-time rendering, RT, and console dev kits. DMs open. RTs appreciated!

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The plausible move on a modern APU: skip the device copy. Host and device share RAM — why pretend? I tried it on an LLM runtime. Got a 2.2× slowdown on a Radeon 890M. Here's what's quietly hiding in the HIP API. 🧵 1/10

Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...

Gradientspace Graph Beta — gradientspace

I have released an initial version of Gradientspace Graph (GSGraph), a new C#-based NodeGraph Programming environment that also supports inline text-coding in C# and Python (and LLM-based CodeNode gen...

gradientspace.com

Hey @dachsjaeger.bsky.social - regarding the FG overlay advice, I can give some background here. I said most of this at a previous GDC Q&A, but the new release is obviously after my involvement so may have changed since. At the time FSR3 FG was in dev, many overlays and apps were not expecting...

Digital Foundry@digitalfoundry.bsky.social · 9mo ago

DF Direct Weekly #244 is out now, talking TGAs, the first PS3 emulator for PS4, Skyrim Switch 2 problems, FSR Redstone frame-pacing and much, much more: youtu.be/mq_JvcS9UZE

Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !

Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.

Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"? If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?

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The 16_ray_query tutorial is out! Learn Monte Carlo path tracing with Vulkan's ray query extension in compute shaders, an alternative to traditional RT pipelines. Bonus sections: • Shadow terminator • Shading normal github.com/nvpro-sample...

vk_raytracing_tutorial_KHR/raytrace_tutorial at v2 · nvpro-samples/vk_raytracing_tutorial_KHR

Ray tracing examples and tutorials using VK_KHR_ray_tracing - nvpro-samples/vk_raytracing_tutorial_KHR

github.com