I've open-sourced my home prototype engine with the MIT license.
It contains a AAA-grade animation system, powered ragdolls, my prototype entity model (hybrid-ECS), libclang based reflection. a full resource system.
Hopefully someone finds it useful 😅
https://t.co/vxAgtNICFc
This is likely the most important computer graphics innovation in a long time. I predict almost every ray traced game will use this techinque (or the precomputed noise images) in the next couple of years. Kudos to @Atrix256 and the rest of the team!
Project Starline is publishing a technical paper about the system at Siggraph Asia 2021 in December. @jlawrence176 and @danbgoldman also made a terrific presentation video, check it out!
paper: https://t.co/FVBAVMy4im
presentation video: https://t.co/o1Y1CXNmLf
SIGGRAPH 2021 Advances in Real-Time Rendering in Games: "Radiance Caching for Real-time Global Illumination" by @DanielMakeGames: https://t.co/Rm8elnwDOU @EpicGames
This was written by a paralyzed man using a brain computer interface. Despite not moving his hands he thinks about writing and this is what comes up.
18 words per minute
BCI metaverse is gonna be insane guys
https://t.co/VkJ6iFnHG5
Looks like: “minimize bending energy plus penalty on edge lengths.”
To learn the fundamentals of manipulating curves like Zach does, check out this lecture (esp. the applications near the end): https://t.co/NLsxcMci91
MeshFix by Marco Attene is my favorite fully automatic mesh cleanup tool. Version 2 is significantly easier to compile🧨
I've added a fork that let's you call it as a library from C++. With an example using it in a eigen/libigl context.
https://t.co/aPNKlfP2g7