FFmpeg is moving to Rust 🦀
Our use of C and Assembly in FFmpeg has been an unacceptable violation of safety.
FFmpeg will be running 10x slower - but we're doing it for your safety.
All your videos will appear green - safety first, working software later.
Further experiments with cloud rendering in #Blender
I added a custom, spectral phase function. It is a LUT calculated with my MIE plotter in shadertoy.
https://t.co/TorfBgASRJ
Amazing cloud VDBs by @samuel_krug
more stuff coming
We’re less than a month away from the release of the new book, Industrial Light & Magic: 50 Years of Innovation. https://t.co/MuIAmBONEb had a chat with author Ian Failes about how his lifelong passion for visual effects inspired his writing of ILM’s epic story.
Learn about this massive new volume and how you can pre-order it: https://t.co/Rmf4vkDmuM
The @pixarsrenderman team has a paper out at HPG 2025 this week about the architecture of RenderMan XPU. There's a lot of interesting details in the paper- definitely a worthwhile read!
https://t.co/inufBcB2W0
Hey everyone! In our new video we explore a new 3D reconstruction method - SPARC3D - and discuss its potential impact on asset creation and 3D workflows (aka time to brace for impact?)
No sponsorships. No ads. This video is just for your benefit - so please give it a like. 👇
The majority of my students are adult programmers looking to improve their math understanding. The 2013 Precalculus book written by Stitz & Jeff Zeager is one of my personal recommendations (download link below).
An idea for your next recreational evening project is to grab GDI and write a path tracer for simple non-rotating Schwarzschild blackhole in C++. Accretion disk is a bonus!
My biggest beef with DLSS, frame gen, and ray-tracing isn't the noise, blurriness or latency. In the past 20 years, the rendering community has openly talked about their research at SIGGRAPH and GDC. These new algorithms and data structures are NDA. We can't participate.