📢TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields (ECCV'26)📢
Compact 3D meshes with clean, artist-like triangle topology - structured connectivity you'd expect a human modeler to make🙂
🌐https://t.co/PsrCkwUrCJ
▶️https://t.co/nlLTliWEEa
I built an opensource, real-time snowfall system using @threejs & @webgl❄️
GPU-instanced flakes, ice-crystal sparkles, Lake system with multiple settings & I added the ability to import a model and conrol how the snow behaves with it.
Code: https://t.co/egLzH6smGX
While watching "The Smooth-Maximum, a function you cannot do without" by Inigo Quilez ( https://t.co/Jetit25oTK ), I came across this image and noticed a couple of smooth functions (sSaturate, sAbs, and sSign) that I hadn't ported to Unreal Engine Material Functions yet.
==
🧵👇
Release day: Clapet est en ligne!
https://t.co/YzGBpQGd8j
J'ai construit le tool de System Design que j'aurais aimé avoir pour préparer mes entretiens.
Clapet te guide pas à pas pour construire une archi au lieu de te laisser seul devant un canvas vide a la Excalidraw.
boranoztrk updated their FFT-based water simulation in Unreal Engine 5, adding replicated boats, improved buoyancy, and water interaction. 🌊
See more: https://t.co/Fn0l0kCfrf
#UnrealEngine#indiedev#UE5