Joined July 2009
405 Photos and videos
Pinned Tweet
Our presentations on how @Playdead made INSIDE now has a home github.com/playdeadgames/pub…

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Mikkel Gjoel retweeted
meshoptimizer 1.1 is out! Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate. Boosts and repository stars are welcome! github.com/zeux/meshoptimize…
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Mikkel Gjoel retweeted
The talk @RundlettGabe and I gave at GPC in November last year is finally out. I talk about the voxel rendering techniques we use in Teardown and Gabe covers the rendering in our new engine. Enjoy! youtube.com/watch?v=IM1Dr98f…
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Mikkel Gjoel retweeted
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-slu…
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Mikkel Gjoel retweeted
The Teardown Multiplayer project was a tricky one. It's finally out, and I wrote up the technical details on what we went through to get there: blog.voxagon.se/2026/03/13/t…
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Mikkel Gjoel retweeted
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages youtu.be/fXakIV1OFes?t=1578 Great talk by idSoftware mentioning: "ShaderPrintF, ShaderAsserts and ShaderPrimitive Drawing" You can have similar functionality in any engine using HLSL/GLSL: github.com/electronicarts/Sh…

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Mikkel Gjoel retweeted
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/20…

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Mikkel Gjoel retweeted
Presentations slides from Graphics Programming Conference 2025 are now online graphicsprogrammingconferenc…
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Mikkel Gjoel retweeted
youtu.be/vDByyuwT7Q4 - Gain an understanding of why PC game graphics pixel quality is stuck in the uncanny valley even in if shading and animation quality rise above

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Mikkel Gjoel retweeted
New article! What do you do when profiling your code shows the slowdown isn't in your code, but deep in the kernel? Why, you grab the kernel source and go spelunking. How a routine profiling session turned into a Linux kernel patch: rovarma.com/articles/from-pr…
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Mikkel Gjoel retweeted
Siggraph 2025 “Advances in Real-Time Rendering in Games Part II” recording is now available. It includes my lecture “Fast as Hell: idTech8 Global Illumination”. dl.acm.org/doi/10.1145/37212…
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Mikkel Gjoel retweeted
My second blog post on spectral rendering is out. This one explains how to use wavelength importance sampling to minimize color noise while limiting the overhead to 0.3 ms and how to make BRDFs spectral. momentsingraphics.de/Spectra…
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Mikkel Gjoel retweeted
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this…
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Mikkel Gjoel retweeted
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Retweets welcome! Link in reply because algorithm.
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Mikkel Gjoel retweeted
Trying something new, rolling my own talks on youtube. Starting with an easy short talk on how I approach C style programming as an indie dev ... youtu.be/RrL7121MOeA
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Mikkel Gjoel retweeted
27 Aug 2025
Yesterday was Day 1 of the 3 Day Formula Racing @SkipBarberRS in @VIRNow! As a lifelong sim-racer with only moderate karting experience, this is something I've been wanting to do for years. Thanks to prizes won using @iRacing, that became possible this week! Roll on Day 2!
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Slides are appearing for Advances in Realtime Rendering advances.realtimerendering.c…

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Mikkel Gjoel retweeted
Local lights are now live in HypeHype! 🎉 I developed a new stochastic lighting algorithm — from concept to prototype to production — in just 6 months. Super proud of this one! [Details in thread 🧵] Here's a walkthrough of a game I relit with local lights
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