Finally got around to implementing async scene loading in my engine. DX12 async compute for BLAS + background threads for bvh command list and resource loading. A lot of pain with synchronizing all of this and the ability to delete objects during loading
wave_tracer 0.1 released.
https://t.co/kGfGFILe9D
wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
This is an early alpha release.
My lab will be recruiting at all levels. PhD students, postdocs, and a research engineering position (worldwide for PhD/postdoc, EU candidates only for the engineering position). If you're at SIGGRAPH, I'd love to talk to you if you are interested in any of these.
Check out the #Houdini 21 sneak peek! We’re sharing a preview of some of the new features. More will be revealed at SIGGRAPH 2025 in Vancouver—don’t miss the Keynote, HIVE presentations, and more starting the week of August 11.
https://t.co/cCxoGnFqd8
@maxliani@yiningkarlli Wrote an interesting blog regarding his port from Windows to ARM. Was thinking something similar. But I know writing these things is a lot of work! I just enjoy reading/learning about your process that’s all. 👍 https://t.co/EnY0QBTrwA
@chiu_hans Ah ! I see. My bad. 😅. Well the last I checked Cycles was RGB. So if it looks this good here, I’m guessing it would look even better in a spectral renderer ! I’m a big fan of your work 👌
Andrej Karpathy’s bombshells on how to learn:
> learning is not supposed to be fun
> don’t hallucinate of learning
> learn on-demand, depth-wise
> teach what you learn to others
> compare yourself to you, not others