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I push the pretty pixels 🖌️✨ I pilot motorcycles at race tracks 🏍️ I do Rust and rendering at @EmbarkStudios 🦀👩‍💻 she/her
Oct 9, 2020 6 tweets 2 min read
Alright time to hop on my soapbox real quick.

Graphics friends: we *really* need to do a better job of talking about color. Right now color science is basically a dark art that never actually gets taught by graphics learning resources unless you seek it out specifically. Because of this, so many new to intermediate level people (and perhaps even very advanced people if they never needed it for their specific discipline) have basically no idea about color beyond “linear vs srgb”... and they don’t actually understand linear vs srgb either!
Sep 15, 2020 9 tweets 2 min read
Musings about developing in Rust:

When people start in Rust, they often get into 'fights' with the borrow checker. This can be a source of much frustration, especially for experienced devs who try to use patterns they know from other languages which give them lots of headaches. This can give off the impression that in order to dev in Rust you need to do overly complex lifetime annotation and/or runtime borrow checking in order to satisfy borrowck.

However, as you get more experienced with Rust, you start to notice that this is not really true at all.
Jul 15, 2020 17 tweets 8 min read
Art Tips from a Graphics Programmer 1, FRESNEL!

This funny word is responsible for creating many of those sweet, sweet rim lighting effects we know & love. Understanding it will really help you up to the believability & pop factor of your rendering & lighting!

(THREAD) The Fresnel effect is actually very simple at its core, and is one of the basic principles of how *ANY* object is lit.

The basic idea is this: the greater the ANGLE of reflection of a ray of light off a surface, the more energy (brightness) that ray will carry!