Simone Guggiari (@SimoGecko) header
Simone Guggiari (@SimoGecko) profile picture

Software Engineer @Roblox by day working on IK and procedural animation. Indie #gamedev by night developing @punkAFgame. Go wishlist! ➡ https://teapawt.org/t.co/L6OH8p1og5 🤘

Zurich, Switzerland
Joined March 2015
Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)Photo by Simone Guggiari (@SimoGecko)
Simone Guggiari retweeted
Starting out this journey with procedural spine animation. For aiming, leaning, turning. Controlled by a single rotation. #gamedev #indiedev #unity3d #madewithunity #procedural #gameanimation
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Simone Guggiari retweeted
Respect to one of the founding researchers in the field of computer graphics. John Warnock, Adobe co-founder, pioneered the use of bezier curves in computer fonts and illustration through PostScript and PDF, taking computer graphics beyond the raster era.
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The 3D Gaussian Splatting paper has (rightfully!) stirred up a lot of attention and some friends asked me for a technical take on it, so here we go: TLDR: Fast, simple, outstanding level of detail, with some caveats (see below). 1/x
3D Gaussian Splatting for Real-Time Radiance Field Rendering paper page: huggingface.co/papers/2308.0… Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.
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Making a simple auto-terrain generator using geometry nodes in #b3d. (WIP)
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Simone Guggiari retweeted
📈 Steam Dev Cheat Sheet (first version) Got any corrections or ideas on stuff to add? #indiedev #MarketingMonday
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Roblox is working on adding inverse kinematics to R15 avatars. Still early and glitchy looking, but it's cool nonetheless.
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Simone Guggiari retweeted
For 3 years now I have been on a journey to recreate game mechanics as a way to learn game development!
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Simone Guggiari retweeted
Sketch >>> Final
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Simone Guggiari retweeted
A Message from Rockstar Games
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Simone Guggiari retweeted
patreon.com/posts/63305737 Ossos v0.0.3 !! Its got lots of IK Solvers, render examples in #threejs & @babylonjs. Support for @readyplayerme with parsing, TPosing & IKRig. We added Bone Slots & animation additives! Tis all Free, now go make kewl shit 🥳 #opensource #webgl #metaverse
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Simone Guggiari retweeted
PEW PEW BOUNCE PEW PEW 💥 Our GameBoy-styled tank friend has returned, now mobile and ready to shmup its way through some dungeon adventures! Just need something other than walls to shoot at now 🤔 #gamedev #madewithunity @unity @lowpoly #pixelart
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Simone Guggiari retweeted
#unitytips If you close this window all your errors are gone.
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Punk A.F. now has ACHIEVEMENTS! can you guess what they represent? #gamedev #indiedev #gameart #indie #art
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Simone Guggiari retweeted
I once made this tornado shader where you can tweak the material and change its element and stuff. I posted a fire tornado a while ago, but I think I forgot to post the water one. #VFX #MadeWithUnity #Unity3D #Shader #AmplifyShaderEditor #Amplify #RealtimeVFX
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Simone Guggiari retweeted
Hey, I'm Nicolas! I love playing with primitive shapes and algorithms. #PortfolioDay
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Super excited to finally share the details of the character locomotion system we developed for #HalfLifeAlyx as a talk at #siggraph2021
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Springs make everything feel better. #screenshotsaturday #gamedev
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a desperate last stand by one of punk A.F.'s best pilots against a barrage of smart rockets #gamedev #indiedev #madewithunity ⚠️wishlist ➡️ bit.ly/V6Spaf
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My message to my fellow Americans and friends around the world following this week's attack on the Capitol.
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Simone Guggiari retweeted
New "Painting with Maths" (loooong) video in Youtube: youtube.com/watch?v=8--5LwHR… Made in Shadertoy (raymarched SDF): shadertoy.com/view/WsSBzh #Mathematics #SDFs #raymarching #procedural #shader
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