Soufiane KHIAT
soufianekhiat.bsky.social
Soufiane KHIAT
@soufianekhiat.bsky.social
Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
I'll add debug timeline and in app documentation for the next version of #ImAnim.
December 4, 2025 at 10:44 PM
And obviously as it's an animation engine for UI it had all easing function you want. Including some parametrizable Bezier, Physics Spring or even a custom callback for the creative ones.
8/8
December 2, 2025 at 12:15 AM
And all of that is making it trivially integradable on Dear ImGui.
7/8
December 2, 2025 at 12:15 AM
And for natural motion I added some noise Perlin, Worley, ... And other procedural motion (can be improved in the future) TBD!
6/8
December 2, 2025 at 12:15 AM
The non trivial part was support of text and path. I built properly the inverse CDF to be able to have constant speed along a path (bezier, quadratic, ...)
5/8
December 2, 2025 at 12:15 AM
I added support for 2D Transform with different mode for angle blending: shortest, longest, clockwise, ...
4/8
December 2, 2025 at 12:15 AM
And with stagger we can produce the same anim with differences each time, and with variation each repeat can be different (speed, timing, ...)
3/8
December 2, 2025 at 12:15 AM
Lot of small features but I try to keep the front end simple. We have tween, clip.
We a clip we can easily create sequences. I was inspired AnimeJS (by @juliangarnier).
github.com/soufianekhia...
2/8
December 2, 2025 at 12:15 AM
Want to talk about ImAnim: Animation Engine for Dear ImGui (@ocornut.bsky.social)? (:
news.ycombinator.com/item?id=4610...
github.com/soufianekhia...
1/8
December 2, 2025 at 12:15 AM
Do you feel lonely?
src: en.wikipedia.org/wik...
June 28, 2025 at 10:12 PM
I didn't have time to fully update the code for #GPUZen3 on #Unity 6 LTS. So for now I'm sharing illustrations code and Jacobian derivation notebook (#Mathematica).
Plus some illustrations I did not use in the book chapter.
github.com/soufianek...
January 20, 2025 at 8:46 PM
And the final boss of geometrical LOD.
Preserving the appearance of this one can be challenging, I have some ideas, but nothing trivial. I'm open to any idea.
5/5
December 28, 2024 at 10:15 PM
Most of the time, subpixel occluders.
4/5
December 28, 2024 at 10:15 PM
More transparent challenges
3/5
December 28, 2024 at 10:15 PM
Some Specular filtering challenges
2/5
December 28, 2024 at 10:15 PM
#GfxFunFact There is a museum (@CentrePompidou) created for gfx people, with a lot challenges.
Like OIT challenges
1/5
December 28, 2024 at 10:14 PM
#GfxFunFact: In Paris, Sphere ball for Reflection Probe validation are place in grape for convenience.
December 28, 2024 at 7:00 AM
#GfxFunFact: Ikea design this ceiling light cover on purpose to slowdown rendering.
December 26, 2024 at 5:56 PM
Fun fact during Christmas all rendering became slower, here exemples of light count, occluders, and transparent they dare using.
December 25, 2024 at 8:13 AM
I have a chapter on the next #GPUZen
"IBL-BRDF Multiple Importance Sampling for Stochastic Screen-Space Indirect Specular"
- IBL-MIS-SSSIS -
www.amazon.com/dp/B0DNXNM14K
November 24, 2024 at 8:05 PM