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ahmidou.bsky.social
@ahmidou.bsky.social
Director|Character Artist/TD|Developer.
Character TD/Technical Artist @ Apple
Previously Character TD @ Eidos/MPC/HybrideVFX/Animal Logic
There’s also these things called museums or even just art galleries, maybe they should try one day.
November 4, 2025 at 5:22 PM
I’d buy a print
October 31, 2025 at 7:57 PM
Great article, thank you!
October 8, 2025 at 11:07 PM
Reposted
The Offset Geometric Contact (OGC) method @ankachen.bsky.social will present at #SIGGRAPH2025 allows guaranteed penetration-free simulation of codimensional objects with minimal computational overhead.

Project page: graphics.cs.utah.edu/research/pro...
July 17, 2025 at 7:05 AM
That, plus I don’t buy the non invasive mind transfer, and the way a ship that big, gently crashes without half burning/breaking.
Also surprise surprise no alert system at all.
August 14, 2025 at 5:37 AM
It brings memories, I started my internship with an SGI Indy station and Softimage 3.5!
March 20, 2025 at 3:27 AM
I added computation to the index version and It's also 100x faster to evaluate 🤯
February 4, 2025 at 4:14 AM
Unity's vfx graph is like that, and that's something that I'd like to explore at some point.
February 1, 2025 at 6:34 AM
I knew I'd have to make such a comparison at some point, but it was pretty far in the list and going OO was for me the easy and fast way to just get things working.
Following your updates made me curious and inspired me.
So thank you!
January 30, 2025 at 5:28 AM
6.14 seconds for 10K nodes...
I mocked up something index based and it was 0.0036 seconds. I guess it time to refactor V_V.
January 29, 2025 at 11:59 PM
Another reasoning behind going with pointers was the assumption that removing nodes and connections on very large graphs (10000 or 100000 nodes) without pointers would be slow, but I haven't tried so I can't really compare.
January 28, 2025 at 5:50 AM
I guess it's pretty similar to your's or a DCC, an heterogeneous mix of POD, transforms, meshes, and linear algebraic types
January 28, 2025 at 2:43 AM
It's also a way of experimenting/learning and improving my c++ but I still consider myself as a noob
January 27, 2025 at 10:56 PM
I was inspired by Dreamworks LibEE 2 paper and wanted to see what it would take to make my own evaluation engine the same way.
So it's mostly plumbing and managing a graph on top of TBB.
I'm also using #dearimgui for the UI.
January 27, 2025 at 10:56 PM
I went this way at first as it was less data management with the idea of going to a more cache and alignment friendly version later....which hasn't happened yet even if I went into a few revisions.
That's why I'm interested by seeing your iterations.
January 27, 2025 at 10:46 PM
I'm not criticizing at all, just curious. In my own node graph ports are owning the values and connected by pointers so....
January 27, 2025 at 8:48 PM
So a hash map? I was wondering as adding/removing input port values of different types in a std::vector<char> every time you add and remove a node seems tedious.
Or maybe I'm completely wrong?
January 27, 2025 at 8:12 PM