I’m surprised the gaming community haven’t pushed harder to work on Neural Texture Compression considering the RAM squeeze we’re seeing.
Unity, Unreal, Valve, Microsoft, Sony, Nintendo, Intel, AMD, Nvidia should help push this as a standard where possible.
https://t.co/kwbLd7UAgg
https://t.co/yIjTazeqv8
@Keir_Starmer I am pretty sure the fleet oil tanker was not attacking the UK.
What actually puts the country in risk is exactly to attack other nation asset and make a post as they are your enemy.
They may eventually believe in you.
Please, be nice and civilised.
Here's a simple loop: Tell codex to maintain your repos, wake up every 5 minutes and direct work to threads. That makes it easy to parallelize+steer work as needed.
I use a orchestrator skill combined with my triage+autoreview+computer use skills, so some work can land autonomously. https://t.co/FbBoJTIcfd
https://t.co/8389roVnOm
I hate UV mapping and tangent frames. So much extra data in the vertices. UV islands make LODing inefficient and tangent frames make lighting pop at LOD transition. And we do an indirect read to fetch the textures at runtime. Wastes a lot of artist time too.
Nowadays the triangles are so small. Indirection is stupid. So many bytes just to read a couple of BC7/ASTC compressed texels. You wouldn't store a 8-byte pointer in C/C++ struct to do indirect read of <16 bytes, would you? Wastes memory and trashes caches.
Nvidia's OMM (opacity micro-maps) uses similar implicit mapping as Disney PTEX. Barycentric->data. No UVs. Image shows 64x subdivide. That's just an uint64 mask (or two) for opacity. We can store whatever data we want similarly. No need to access textures. Since the domain is inside a triangle, we get a good estimator for compression.
I am planning to write a prototype doing something like this for all geometry, since I don't like gaussian splats either. Best splat renderer reach 16-byte per splat today, but that is still a lot for a single splat. Up close you need basically one splat per texel (in worst case) and the OIT blending problem is iffy to solve perfectly (good performance + good quality). Splats LOD pretty well, and that's of course what you want in any modern geometry representation. Triangles with UVs and tangents don't LOD well. That's a big problem that we need to solve.
@TrumpTruthOnX Eu tenho uma sugestão ao @ItamaratyGovBr e ao @LulaOficial: Está na hora de declarar guerra ao terror e fazer uma parceria militar estratégica de 4 anos renovável com a China.
Lerp is used everywhere in games. It’s simple, but combined with a few small tricks it becomes incredibly powerful.
This thread is full of visual examples.