My current job is in robotic space exploration, on a renderer in which to immerse a robot in a virtual world. This is just play in-silico, relying heavily on immersive technology developed for video games. In…
GPGPU was possible before compute shaders, but very painful. ShaderToy is the hard way today (and for the last ~15 years). Simulations commonly target GPU, and a game is just an interactive simulation, so in some…
Indeed. Though I did like the rest of the article, three of the authors' pillars to define specialization are dubious: > 1. substantial numbers of calculations can be parallelized > 2. the computations to be done are…
Right. Note that Gaussian splatting as a rendering primitive dates from the early 90s, but it never saw much use. Splats aren't very good for magnification (important for medical/scientific/engineering visualization),…
> I don't see "resisting using neural anything" as a good thing, just because they are popular I read Aras' quip as more narrowly technical. OFC it's ambiguous and you'd have to ask the man himself. The gist of NeRF is…
This is great! I've poked around for a tool with ShaderToy's immediacy, but for compute shaders. Always come up empty until now.
Three sentences in, it was obviously sleep apnea. Guess the author was going for dramatic irony. I'm curious why he didn't do a cursory Internet search for his symptoms.
At work I inherited a raytracer codebase with a severe memory bloat problem on terrains. The size of terrain BLASes is precisely what one would expect from a bog-standard BVH with branch factor 2, so I'm sure you're…
Pixels are points with a (usually) square footprint. Whether the point-ness or square-ness is emphasized depends on context. "Pixel" = "picture element" = "quantum of a picture", nothing more.
In game AI, these are discussed often under various guises like "influence maps" and "Dijkstra maps".
For context, I learned to program via hobby game development, eventually going pro. But I gradually transitioned away from the game industry, into adjacent territory like simulation and visualization. Of my six jobs…
> Stars are perfect point light sources to the eye, they will not cover multiple pixels unless you are doing an intentional bloom effect On any real camera, stars always cover multiple pixels (the entire screen strictly…
My current job is in robotic space exploration, on a renderer in which to immerse a robot in a virtual world. This is just play in-silico, relying heavily on immersive technology developed for video games. In…
GPGPU was possible before compute shaders, but very painful. ShaderToy is the hard way today (and for the last ~15 years). Simulations commonly target GPU, and a game is just an interactive simulation, so in some…
Indeed. Though I did like the rest of the article, three of the authors' pillars to define specialization are dubious: > 1. substantial numbers of calculations can be parallelized > 2. the computations to be done are…
Right. Note that Gaussian splatting as a rendering primitive dates from the early 90s, but it never saw much use. Splats aren't very good for magnification (important for medical/scientific/engineering visualization),…
> I don't see "resisting using neural anything" as a good thing, just because they are popular I read Aras' quip as more narrowly technical. OFC it's ambiguous and you'd have to ask the man himself. The gist of NeRF is…
This is great! I've poked around for a tool with ShaderToy's immediacy, but for compute shaders. Always come up empty until now.
Three sentences in, it was obviously sleep apnea. Guess the author was going for dramatic irony. I'm curious why he didn't do a cursory Internet search for his symptoms.
At work I inherited a raytracer codebase with a severe memory bloat problem on terrains. The size of terrain BLASes is precisely what one would expect from a bog-standard BVH with branch factor 2, so I'm sure you're…
Pixels are points with a (usually) square footprint. Whether the point-ness or square-ness is emphasized depends on context. "Pixel" = "picture element" = "quantum of a picture", nothing more.
In game AI, these are discussed often under various guises like "influence maps" and "Dijkstra maps".
For context, I learned to program via hobby game development, eventually going pro. But I gradually transitioned away from the game industry, into adjacent territory like simulation and visualization. Of my six jobs…
> Stars are perfect point light sources to the eye, they will not cover multiple pixels unless you are doing an intentional bloom effect On any real camera, stars always cover multiple pixels (the entire screen strictly…