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Luis Vieira

@lavz24

Tools Software Engineer at EA Sport. Former Rockstar Games (Expressed opinions are my own and not that of my employer) πŸ‡»πŸ‡ͺ

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05.09.2024
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Latest posts by Luis Vieira @lavz24

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We ran a randomized controlled trial to see how much AI coding tools speed up experienced open-source developers.

The results surprised us: Developers thought they were 20% faster with AI tools, but they were actually 19% slower when they had access to AI than when they didn't.

10.07.2025 19:46 πŸ‘ 6899 πŸ” 3015 πŸ’¬ 106 πŸ“Œ 625
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At SIGGRAPH 2025, Intel, Disney, & Chaos are doing a course on the nitty gritty details of implementing path guiding methods in 3 production renderers: Cycles, Hyperion, and Corona. I helped write the course notes: 80 pages of great stuff! Coming soon.

s2025.conference-schedule.org/presentation...

07.07.2025 04:19 πŸ‘ 84 πŸ” 16 πŸ’¬ 0 πŸ“Œ 0
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Why EA Canceled a New β€˜Black Panther’ Video Game The project from Cliffhanger Studios would have starred a group of heroes from the comic-book franchise

On Wednesday, EA abruptly canceled a Black Panther game without saying why. So I did a little digging.

For this week's column, here's what Cliffhanger's Black Panther was, why it was canceled and why employees were shocked at the news: www.bloomberg.com/news/newslet...

30.05.2025 18:01 πŸ‘ 1125 πŸ” 256 πŸ’¬ 27 πŸ“Œ 58

Was wonder woman being developed for 8+ years when WB cancelled the project?

26.02.2025 23:09 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Friendly reminder that EA’s photosensitivity tool (IRIS) is free for everyone to use if you need it. In this case, it could save literal lives.

github.com/electronicar...

26.02.2025 22:38 πŸ‘ 270 πŸ” 154 πŸ’¬ 6 πŸ“Œ 4
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You cannot get physically-based rendering right without understanding radiometry. My new blog post explains it all, relying on familiar concepts from rendering algorithms as much as possible.
Part 2 will come next week.
momentsingraphics.de/Radiometry1B...

12.01.2025 19:44 πŸ‘ 78 πŸ” 22 πŸ’¬ 0 πŸ“Œ 0
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GitHub - gnikoloff/drawing-graphics-on-apple-vision-with-metal-rendering-api: Drawing graphics efficiently on Apple Vision using the Metal rendering API Drawing graphics efficiently on Apple Vision using the Metal rendering API - gnikoloff/drawing-graphics-on-apple-vision-with-metal-rendering-api

A few months ago I put everything I've learned about developing graphics for Apple Vision using the Metal rendering API into an article.

It covers foveation, vertex amplification, stereoscoping rendering and more.

github.com/gnikoloff/dr...

13.01.2025 17:07 πŸ‘ 10 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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Behind the pretty frames of #DetroitBecomeHuman. Breaking down how the beautiful world of Detroit brought to life with cool techniques & smart decisions.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...

28.11.2024 02:06 πŸ‘ 97 πŸ” 38 πŸ’¬ 4 πŸ“Œ 1
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The first Moana was my first credit at Disney Animation, so working on Moana 2 was a cool opportunity to revisit and reflect over how much I've learned and worked on over the past decade. Here's a short blog post with some thoughts from working on Moana 2:

blog.yiningkarlli.com/2024/12/moan...

18.12.2024 21:16 πŸ‘ 83 πŸ” 15 πŸ’¬ 6 πŸ“Œ 2
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Essential learning: intro-to-restir.cwyman.org

20.11.2024 14:22 πŸ‘ 93 πŸ” 21 πŸ’¬ 1 πŸ“Œ 2
My Ray Tracing Gems Chapters

I put all of my Ray Tracing Gems chapters in one place where you can download them, extracted from books into separate PDFs: boksajak.github.io/blog/RayTrac...
There is:
1. "Ray Traced Shadows"
2. "Reference Path Tracer"
3. "Refraction Ray Cones"
4. "Many Lights With Grid-based Reservoirs"

25.10.2024 09:21 πŸ‘ 62 πŸ” 22 πŸ’¬ 0 πŸ“Œ 0
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Offline to Realtime: Manipulators In my new system design I allow to draw anything and give free range of what a manipulator may be and how it may behave. The infrastructure in Gesture::Input and Gesture::Graphics comes together to…

A few years ago I wrote about how to create good manipulators for a 3d editor. I chose an immediate mode design, so that manipulators graphics is generated per frame and can animate and react to the user actions.

maxliani.wordpress.com/2021/06/29/o...

17.11.2024 21:25 πŸ‘ 90 πŸ” 16 πŸ’¬ 0 πŸ“Œ 0
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Tool to visualise samples drawn from various distributions for some intuition into how they are laid out spatially wkjarosz.github.io/SamplinSafari/. Eg samples from a uniform distribution are not as uniform as one might think and prone to clustering compared to a low discrepancy one like Hammersley

16.11.2024 15:10 πŸ‘ 45 πŸ” 9 πŸ’¬ 1 πŸ“Œ 0
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Quick and dirty post on implementing hot shader reload with DXC: wallisc.github.io/rendering/20...

16.11.2024 19:13 πŸ‘ 46 πŸ” 9 πŸ’¬ 2 πŸ“Œ 0

It took me a moment to realize that this is also in an X-up orientation, which…. nevermind the Y versus Z up debate; that’s the first time I’ve seen that before! 🀣

15.11.2024 01:36 πŸ‘ 9 πŸ” 1 πŸ’¬ 2 πŸ“Œ 0

I'm a software engineer specializing in tools for game creators! With over 8 years of experience, including roles at Rockstar Games and EA Sports, I've focused on building game tools that enable content creators to bring their ideas to life directly within the game.

13.11.2024 21:10 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Hi Bluesky,

I'm the director of research and insights at Niko Partners, a market research and consultancy firm that covers the video game market in Asia & MENA.

I share insights on the video games industry, as well as thoughts on tech, politics, history, science and public transit.

19.10.2024 15:27 πŸ‘ 927 πŸ” 61 πŸ’¬ 37 πŸ“Œ 0
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And here are the slides from my game engine architecture talk at Virginia Tech last week. These are mostly an outline of the topics I discussed while showing a bunch of real-time demos, so they don't contain much of the content of the talk, unfortunately.
terathon.com/vtgame_lengy...

12.11.2024 19:08 πŸ‘ 49 πŸ” 14 πŸ’¬ 2 πŸ“Œ 0
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Graphics Programming weekly - Issue 365 - November 10th, 2024 www.jendrikillner.com/post/graphic...

11.11.2024 15:41 πŸ‘ 117 πŸ” 32 πŸ’¬ 2 πŸ“Œ 3