@jon_barron Such a great talk. You often speak of compression and speed but not of quality. Is that because quality and compression are basically the same thing?
I just put up a new video, which was a collaboration with Terence Tao about the cosmic distance ladder. You can find the full video on YouTube, and here's a bit of extra footage that didn't make it into the final.
We JUST solved a hard open math problem— the moving sofa problem!
"What is the area of the largest shape that can be manuevered through an L corner of width 1?"
On Dec 2, 2024, Korean Jineon Baek proved the answer is the 18 curve section Gerver's sofa with area 2.2195..!
@iquilezles@Jonathan_Blow I don't disagree but scientific advancements would be interesting to examine too. Maybe the EU isn't so bad there. Good things have come from CERN, ESA and the ESO. The USA probably still wins though, since it has the best universities.
#Manifold v3.0 is out! This is a huge release - we have removed *all* required dependencies.
Our npm package is half the size and twice the speed. Our #SDF LevelSet is much faster and higher quality.
And so much more: https://t.co/abneX686ga
Hola graphics people! ❤️
I've been meaning to do some write-ups that are hopefully useful, so this first one is about my approach to Order-Independent Transparency.
https://t.co/NOEdSh0Yyh
🙌Super excited to finally release this!🙌
I hope you enjoy it!
Implemented reverse depth in three.js with EXT_clip_control for [0, 1] NDC range. This is a strict improvement to logarithmic depth buffer where supported, namely in both performance and accuracy. Also works well with MSAA, unlike logarithmic depth.
https://t.co/3pSyrHWHrP
The development of Embree, OIDN and other Rendering Toolkit libraries is now open and hosted directly on GitHub under Apache 2.0, making it easier for the community to contribute features, fostering cross-company and cross-vendor development. More https://t.co/vMUT8LaUiz