MAK
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makramd.bsky.social
MAK
@makramd.bsky.social
⚠️Actively looking for work⚠️
Freelance & Consulting work.
Photogrammetry
Environmental tech artist
GFX & rendering historian
http://www.artstation.com/makram
https://mastodon.gamedev.place/@makram
Pinned
Been a while since I did some photogrammetry based work & man was I rusty. No fancy Structured light/Photometry setup. Just n old Sony ILC-E6000 with its 16-50 kit lens in horrendous lighting conditions and everything else done by hand (cleaning/sculpting, materials creation etc).
Reposted by MAK
I wrote a bunch of compute shader code to hook into Lumen which evaluates mathematical light shapes. On the CPU side we are using perceptual filtering to pick the most important lights. It was a lot of fun! :)

bsky.app/profile/leep...
I did a lot of lighting on Keeper and it was a joy to have a fully dynamic lighting system, which made shifts in areas like this easy to do. We also had custom Lumen-based lights that @p1xelcoder.bsky.social put together that helped us hit the painterly/stage lighting look we were after.
November 11, 2025 at 7:07 PM
Reposted by MAK
I did a lot of lighting on Keeper and it was a joy to have a fully dynamic lighting system, which made shifts in areas like this easy to do. We also had custom Lumen-based lights that @p1xelcoder.bsky.social put together that helped us hit the painterly/stage lighting look we were after.
November 11, 2025 at 4:17 PM
Reposted by MAK
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
November 11, 2025 at 11:45 PM
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE

advances.realtimerendering.com/s2025/conten...

youtu.be/8O44TBN4sQc?...
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
November 11, 2025 at 9:35 PM
Reposted by MAK
A LOT of industry folks need to take "I think there's a very high possibility that this is all a bunch of horseshit" to HEART.
November 7, 2025 at 11:43 PM
GN's upcoming investigation on Nvidia & Jensen's corruption is going to be a banger 👀 💥
youtu.be/qG4ektofzkI?...
Contacted by the US Secret Service & the AI Surveillance Center Dystopia
YouTube video by Gamers Nexus
youtu.be
November 11, 2025 at 9:13 PM
Reposted by MAK
⚙️ Patch 1.0.5.0 for The Outer Worlds 2 is now available to all players. Please update your game when you see that this update is available to receive the following fixes and changes. outerworlds2.obsidian.net/news/the-out...
November 11, 2025 at 7:26 PM
Reposted by MAK
You can see this nicely in this closeup. Notice how the number and orientation of the edges changes on the left side as both meshes are merged.
November 11, 2025 at 7:15 PM
Reposted by MAK
I wanted to clarify what I mean by fixed vs. dynamic topology. In game graphics meshes can normally be not merged smoothly because the edges and connectivity is static and holes can't be closed or created. Dynamic topology recomputes the connectivity when needed.
November 11, 2025 at 7:14 PM
Reposted by MAK
Normal polygonal meshes have a fixed topology. Roughly speaking this means the number of holes in an object can't change. Also the (explicit) surface of two meshes can't be blended smoothly into one. This is no problem for distance field morphs with implicit surfaces.
November 10, 2025 at 8:03 PM
Reposted by MAK
Here's a double shot of written lessons, the first is using everyday objects to design robots www.neilblevins.com/art_lessons/... the second goes over a ton of camera related terms like aperture, ISO, shutter speed, etc and how they relate to each other www.neilblevins.com/art_lessons/... #arttip
November 10, 2025 at 3:19 PM
Reposted by MAK
See what our research teams have been up to with our latest papers:

📝 Joint Denoising and Upscaling via Multi-branch Network.
📝 Cardioid Caustics Generation with Diffusion Models.
📝 Geometric Integration for Neural Control Variates.

📥 View here: gpuopen.com/learn/public...
Publications - AMD GPUOpen
Discover our published publications.
gpuopen.com
November 10, 2025 at 3:31 PM
Pluribus is 👌🏼👌🏼👌🏼👌🏼
tv.apple.com/fr/show/plur...
Regarder Pluribus - Apple TV
Alors que le bonheur menace la Terre, tous les espoirs reposent sur le plus malheureux des humains.
tv.apple.com
November 9, 2025 at 2:21 AM
I quite liked Guillermo's Frankenstein 👌🏼
November 7, 2025 at 11:38 PM
Reposted by MAK
Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)
November 7, 2025 at 10:43 PM
Reposted by MAK
Years of work and collab with an incredible team at #BBCStudios #AppleTV @framestore.bsky.social ... involving so many camera operators, writers, producers, effects people, artists and others, #PrehistoricPlanetaIceAge is out on #AppleTV Nov 26th. A definitive vision of Ice Age wildlife worldwide.
November 7, 2025 at 3:59 PM
Reposted by MAK
The morphs in Keeper use distance fields as an (implicit) surface representation, which makes it possible to control the distance at which the surface should lie. In other words, it’s easy to deflate or inflate objects, and meshes become easily ‘moldable’.
November 7, 2025 at 6:40 PM
Reposted by MAK
> run routine.exe
█ CORE MEMORY: CONTINUING

Part 2 of our Developer Q&A is available now. Further insights and responses from the team have been compiled.

> transmission resumed_

store.steampowered.com/news/app/606...
November 7, 2025 at 4:33 PM
Reposted by MAK
RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/SpectralRend...
November 6, 2025 at 6:46 PM
Reposted by MAK
So what is a "distance-field"? It refers to a function that tells you, for every point in space, how far away the closest surface is and—by extension—in which direction it lies.
November 6, 2025 at 6:54 PM
Reposted by MAK
Our IGN First month of exclusive ROUTINE coverage continues with a reveal of the Megazone arcade – including playable minigames – aboard the 1980's-version-of-the-future lunar base in this first-person horror game.
ROUTINE: Meet the Megazone Arcade and Playable Minigames – IGN First
bit.ly
November 6, 2025 at 5:02 PM
Reposted by MAK
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
Reposted by MAK
The experiments with surflets and voxels yielded some cool results, but it became quite obvious that distance fields were the way to go to represent the surface of morph objects (as I alluded to previously). This allowed us to implement some visually neat effects like this twist transition.
November 5, 2025 at 4:41 PM
Wtf Microsoft won't let me subscribe to Gamepass using the balance on the MS account & is trying to charge my credit card every time I try. It has always worked before😡 WTH
November 5, 2025 at 6:57 PM
The one thing missing in Starfield from a GFX POV is any form of SSS. It's IMO the primary reason why NPC faces always look off in most ligthing conditions (unless lit by your flashlight). Makes a huge difference when you compare it to the Outer Worlds 2. Same for the foliage/environments.
November 5, 2025 at 10:28 AM