Game devs have wanted reflection and modules in C/C++ for decades. Nice simple code, no macro hacks, no constant include cleanups.
What we got instead —> :(
NoGraphicsAPI is released (MIT license)!
It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk.
https://t.co/pnW5yRTkug
Two of us filmed this on a couple phones, and we used Atlas to turn it into a short film. This is just a clip from the @theworldlabs tech blog
Atlas is able to generate the parts of the scene that none of the cameras actually filmed.
It can freeze time, allowing you to reframe shots to positions never filmed, then resume.
View events from impossible angles because Atlas knows what was there.
Re-shoot an existing video from a new angle 🤯
Truly insane work from @theworldlabs, this new model is a game-changer.
The initial clip was filmed with three cell phones on tripods - the model reconstructed a full view of the scene to reframe the video.
Here's my talk from the CVPR 2026 "Bitter Lessons" workshop earlier this summer. I've split it up into parts for the sake of discussion.
Part 1: in which I wax poetic about my youth and force the audience to look at my dissertation results.
Most “physics from video” papers replay the clip or do some re-decode
LaGSplat learns a Lagrangian from a few seconds of monocular video, then lets you push on the object with a force that was never measured.
It's so neat that the same latent q drives the Gaussians and the equations of motion. That’s why a click on the image becomes J^f
https://t.co/ekonMFjGk4
🚨 A single image → a fully editable UE5 world.
Introducing Lumera: a turnkey pipeline that reconstructs an engine-native 3D scene directly from ONE image — not just pixels, point clouds, or Gaussians.
It gives you:
→ object-level 3D meshes
→ editable 3D layouts
→ engine-native lights
→ HDR environment lighting
→ a scene ready for Unreal Engine 5
In other words:
Image → 3D world → UE5.
We believe the future of image-to-3D is not “generate something that looks 3D.”
It is generate the actual world project.
🌐 https://t.co/SG87LXtZC8
📄 https://t.co/25od2QXRnf
I think I found a good way to make a tiling raindrop post process texture map never have the drops hit the same exact part of the screen. Fade the entire mask out after the first raindrop loop, pan the UVs a random amount and fade back in with a new x,y location.
Made a new real-time fluid sim in WebGPU - "Particles4All".
Rigid bodies and fluid are all simulated by particles.
The combination of surface tension, anisotropic kernel and buoyancy makes the demo spectacular!
Demo: https://t.co/ZPkfCvM1Ol
Code: https://t.co/152ge1yRo9
Maks Maisak added a true first-person mode to Unreal Engine 5's Game Animation Sample Project using FocalRig, his performant procedural character animation toolkit.
Jev Belyaev broke down the workflow behind his animated horror shorts, explaining how he combines a custom facial animation system with reusable FACS shapes to handle everything from facial shapes to eyes and jaw tracking.
"Outside of studio work, I create my own animated shorts and use them as a way to explore character animation, mood, cinematography, technical aspects, and visual language. In this article, I want to share the third and final breakdown of my recent horror animation. This part focuses on the Adaptive FACS Pipeline I've been developing over the past few years, along with some other custom-made tools used for the project.
The main goal of this pipeline is to combine reusable FACS shapes, 4D cache retargeting, and procedural correction passes into one flexible facial setup that allows more easily adapting facial animation and skin detail across different characters. The system is still evolving, and future iterations will focus on optimization, consistency, better visual quality, and a cleaner workflow."
Read the interview: https://t.co/LhhSmVX4yo
Free PDF of my new Optimization book:
https://t.co/2QQMQMJqr2
If you like it, check it out on Amazon or at Cambridge University Press!
Please leave a review and email me with any typos/corrections.
Artificial intelligence is poorly named. At its core it is not about artificiality but about principle and scale, and the target is not intelligence, but rationality.