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.
Jensen Huang: “Demand is enormous. From wafers to silicon photonics and cable connectors, everything across the entire industry supply chain is in short supply.”
Very much looking forward to speaking at the Handmade Expo in Vancouver on Saturday about a project @antovsky and I have been working on together. There will be some awesome talks. Come have say hi and have a chat if you’re attending!
https://t.co/BwDIY1VSvG
Today I'm releasing Spark for Unity, a Unity package that brings the Spark texture codecs to the Unity engine and it's free for projects with lifetime revenue under $100K.
https://t.co/RaUwMH90rK
@countbtc Catch 22. We'd learn so much more about bird masturbation, but the data centers destroy the climate. I wonder which path humanity decides to walk. A decidedly pivotal moment for our species.
Giving a talk in the @Stanford SCIEN seminar this Wednesday (1/3) at 4:30pm:
https://t.co/EgDLBwv2YU
The topic is “normal coordinates”: a shape representation little-used outside of mathematics—but which turns out to have nice applications in geometry processing & learning.
Announcing Grain DDL: code generation by and for demanding engine developers.
Define your structs and data once. Write custom generators for protocols, save files, language interop, shaders, databases, more.
No macros, no metaprogramming. Generate reviewable code on every keystroke. 300kB compiler exe. Windows, Mac, Linux.
Closed beta applications are now open - link in replies.
@Levi7hart Because it is hard. Not just the technical side which is much easier than it has ever been, but the design decisions, making it fun and the determination it takes to see it through end to end
A gentle reminder that $AMD :
1) Is actually IN the AI race with competitive AI GPUs out in the market. While $INTC has nothing and missed the AI GPU boat entirely….
2) will have an EPS of $12 by EOY2027 whereas Intel will have an EPS of $3 by EOY2027.
3) has $3.84B of debt while Intel has $45B of debt.
4) is partnered with the worlds greatest Foundry, TSMC, while Intel Foundry is making losses year after year, quarter after quarter.
5) made net income of $4.3B in 2026 while Intel made a net LOSS of $0.3B in 2026
6) is growing revenues 46% YoY while Intel is growing revenues 7% YoY
7) is gaining market share in Server CPUs and will soon surpass Intel in total server revenue by end of year 2026
8) has a superior chiplet architecture that Intel is unable to match
9) generated $6.7B Free Cash Flow in 2025 while Intel generated NEGATIVE Free Cash Flow of -$4.95B in 2025. AMD generated roughly $11.7B more free cash flow than Intel.
Today, we announced more than $10B in investment across Taiwan’s ecosystem to scale advanced packaging and accelerate next-gen AI infrastructure, from 6th Gen EPYC CPUs codenamed “Venice” to our Helios rack-scale platform including Instinct MI450X GPUs, with multi-gigawatt deployments beginning in 2H 2026.
Additionally, AMD and TSMC have hit another major production milestone, with Venice EPYC CPUs ramping on TSMC 2nm technology in Taiwan with future plans to ramp production at TSMC’s Arizona Fab.
More on the news: https://t.co/UaDfa4vHQ4
New Post: Triangle Tessellation with Clamped Parallelograms. The key idea is to use float tess factors like Dx11 tessellation but replace the pattern to be straighter and more stable. Also includes an MIT licensed web viewer for reference.
https://t.co/7zPNcJDGQY
This is insane!!!
Someone just created a tool for Claude that lets it take any image and not just generate an environment, but individual meshes with physics and an ambient sound layer.
Unreal, blender ready, etc.
Upcoming niagara stream! This Sunday, on May 10, at 10 AM PST (5 PM GMT), we're going to implement support for opacity micromaps using VK_KHR_opacity_micromaps extension that released yesterday.
https://t.co/s3DB04ajtI
Couple hours with claude and we have the technical core working (and much better than that demo). And now I can generate decal images instead of having to find photos and manually cut them out...