Diogo Teixeira
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diogovtx.bsky.social
Diogo Teixeira
@diogovtx.bsky.social
Co-Founder & Graphics R&D at Amplify Creations, Game Developer, worked on Disco Elysium, Rust, Decay of Logos, Brink.

Retro gaming, Homebrew and Demoscene enthusiast. RTS, RPG fan. Son of the 80s.
Reposted by Diogo Teixeira
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
Neokineogfx
Returning Art to the Engineering of Technical GPU Generated Graphics
www.youtube.com
October 16, 2025 at 7:03 PM
Reposted by Diogo Teixeira
Wow... Kusher and the Saudis own EA now.

Easiest eternal boycott of all time.
September 29, 2025 at 2:53 PM
“Physically based rendering from first principles” (Interactive Article)
imadr.me/pbr/
Physically based rendering from first principles
imadr.me
September 2, 2025 at 7:55 PM
Reposted by Diogo Teixeira
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
August 26, 2025 at 12:52 PM
You co-created what now??? Welcome to my feed, permanently.
Can folks do me a favor?

I was on Bluesky early & it was great. Mostly. I hit the eject button in January.

I came back, many colleagues are here, but still don’t know I am.

I co-created Halt and Catch Fire. I write TV & comics.

Here’s two favorite set photos.

Repost? I am in the wilderness.
August 25, 2025 at 1:31 PM
If you’ve never seen the demoscene, you’ve missed a whole era of digital wizardry:

youtu.be/vIQ74_DRWEM
The Incredible Demoscene - Making Art with Code
YouTube video by Modern Vintage Gamer
youtu.be
August 24, 2025 at 4:02 PM
“The company proposes PCIe cards with core console hardware to replace scarce devkits for game development. These PCIe cards can fit into regular PCs and servers to convert them into devkits instead.” - Yes, please!
tech4gamers.com/sony-patents...
New Sony Patent Aims To Simplify Console Game Development Without Devkits
Sony has published a new patent that aims to replace traditional devkits with a regular PCIe card that can be plugged into a regular PC.
tech4gamers.com
August 21, 2025 at 8:34 AM
Reposted by Diogo Teixeira
= 32 bits after 32 years =

We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.

conspiracy.hu/files/w32nd_...
github.com/ConspiracyHu...
August 1, 2025 at 9:34 PM
Reposted by Diogo Teixeira
Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...
I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"
YouTube video by I3D Symposium
www.youtube.com
July 31, 2025 at 12:20 PM
Reposted by Diogo Teixeira
‪Things have come a long way...

Wishlist Alterspective on Steam: store.steampowered.com/app/3868200/

#gamedev #indiedev #solodev #gameart
July 27, 2025 at 1:48 PM
Reposted by Diogo Teixeira
Just rewatched GATTACA. A masterpiece. Perfect movie. A futuristic neo-noir that still has something to say.

Also I found a draft of the script online that has a different ending than what made it to screen. Glad they didn’t go this way, would’ve really changed the feeling of that ending (spoilers)
July 24, 2025 at 4:32 AM
Reposted by Diogo Teixeira
🎉 The Amiga 1000 turns 40 on July 23rd! The Amiga 1000 was unlike anything else: 4096-color graphics, stereo sound, multitasking and custom chips that made it a true multimedia machine. Born from the vision of Jay Miner and his team, it marked the beginning of the Amiga era!
July 23, 2025 at 10:51 AM
Denthor, if you’re out there: a sincere Thank you!
Oh, I member! I got started with a mode13h Pascal tutorial by Denthor of Asphyxia. He had a whole series too. Those were good times.
July 20, 2025 at 12:25 PM
Reposted by Diogo Teixeira
For that weird, narrow segment of technically-minded programmers who want to know how we programmed 3D graphics in the 90s and also want to know about 80% of the stuff I programmed before RAD, I sat down for a 5 hour interview on the Wookash Podcast.

www.youtube.com/watch?v=T1tX...
Legendary Software Rendering Era | Sean Barrett
YouTube video by Wookash Podcast
www.youtube.com
July 19, 2025 at 4:27 PM
Reposted by Diogo Teixeira
Reposted by Diogo Teixeira
HLSL++ reached the 900 star milestone! Almost there for 1024. I recently added the interop namespace, got a new computer too with AVX512 and been playing with float4x4 as a nice __m512, it's very niche but I'm having a lot of fun and learning. github.com/redorav/hlslpp
GitHub - redorav/hlslpp: Math library using HLSL syntax with multiplatform SIMD support
Math library using HLSL syntax with multiplatform SIMD support - redorav/hlslpp
github.com
June 28, 2025 at 10:06 PM
This is fantastic news. I know Funcom Lisboa was highly involved in this project. Super proud. Go Portugal! 🇵🇹
www.videogamer.com/news/dune-aw...
Dune Awakening is Funcom’s fastest-selling game ever as new MMO crushes the studio’s previous records
Funcom confirms that new MMO Dune Awakening is the studio's best-selling game ever in its 32-year history of making MMOs.
www.videogamer.com
June 25, 2025 at 9:15 AM
Reposted by Diogo Teixeira
This is a direct hardware capture of the latest build of jnmartin's Mario Kart 64 port... running natively on the Sega #Dreamcast!

Not only does it look and run well, but he also got the background monitor screens working, which are doing advanced framebuffer tricks!

#gamedev #retrogaming #n64
June 11, 2025 at 7:40 PM
Reposted by Diogo Teixeira
I've been trying to wrap my head around "next event estimation" in #raytracing. What exactly is it and how does it differ from the multiple importance sampling technique, presented e.g. here? lisyarus.github.io/blog/posts/m...
Demystifying multiple importance sampling
lisyarus.github.io
June 1, 2025 at 5:58 AM
Reposted by Diogo Teixeira
Really great talk covering GPU perf stuff including optimizing for memory bandwidth / cache and occupancy.

Relevant to any GPU perf considerations, not specific to CUDA.

www.youtube.com/watch?v=QQce...
GTC 2022 - How CUDA Programming Works - Stephen Jones, CUDA Architect, NVIDIA
YouTube video by Coding In Rust
www.youtube.com
May 26, 2025 at 6:49 PM
Reposted by Diogo Teixeira
I probably should have done this many years ago, but I finally got around to adding some useful debug features to my old Shadows sample. You can now "freeze" the cascades and zoom out, and draw them to see what they look like.
www.youtube.com/watch?v=0D4A...

github.com/TheRealMJP/S...
Shadows Sample Debug Visualizations
YouTube video by MyNameIsMJP
www.youtube.com
May 25, 2025 at 11:50 PM
Reposted by Diogo Teixeira
A new blog post on our N64 demo: 30fps.net/pages/palett...

It explains the normal mapping technique and how baked lighting was stored and composited at runtime. Also reveals what a hack the specular effects were!
May 17, 2025 at 10:55 AM
Reposted by Diogo Teixeira
new blog post: "Gradients are the new intervals"

www.mattkeeter.com/blog/2025-05...

If you've got Lipschitz-continuous distance fields, you can use single-point samples to do tricks that normally require interval arithmetic – like hierarchical evaluation and expression simplification!
May 14, 2025 at 1:14 PM
Reposted by Diogo Teixeira
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI.

Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.

agraphicsguynotes.com/posts/unders...
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...
agraphicsguynotes.com
May 10, 2025 at 12:11 AM
Reposted by Diogo Teixeira
I wrote a blog post about mipmap level selection. pema.dev/2025/05/09/m...
May 10, 2025 at 4:19 PM