@makio64 Kimi K3 has only xhigh equivalent per their doc. Their benchmarks are tested only using Kimicode (slightly buggy on Windows though), I think it is on 5.6 Sol with c++ DSL stuff per my tests.
realtime ReSTIR path-tracer, designed for interactive visual arts. planning on open source this by September after a few production projects to validate the API designs. written in c++ w/ LuisaCompute as RHI #creativecoding
new work, permanent collection at Shenzhen International Museum of Art. (probably) the first interactive levitation system on show in an art museum.
#interactiveart#installationart#light#mediaart
@IOivm honestly, ink simulation is a solved problem for 20 years - with Moxi paper in Siggraph 2005, the foundation is very clear with 2 layers of diffusion and absorption using LBM. I appreciate artists inventing the tools they like but proper research save you a lot of time.
“Golden Scale, Ink Pond” visualized FinAI’s financial analysis report into data-driven digital arts at the World Artificial Intelligence Conference last week. #dataviz#digitalart
interactive contents for Tianxin Pavilion in Changsha, permanent install.
Visitors can touch the LED screen to activate the stars - and drag them to travel through space. The star trails then form the Milky Way.
#immersiveexperience#mediaart
open sourced a spatial skeleton tracing utility macOS app. This project aims at providing a low-cost, robust, skeleton tracking system for art installations in a bright environment with just webcams.
https://t.co/Pgstkk0m83
#motiontracking#opensource
realtime ink rendering visuals in the new piece, all jellyfish are generated procedurally with their motion sim in realtime with soft body&cloth. this is probably the first pipeline that renders in 3d space and reserves the fluid property of ink. #creativecoding#glsl
📣 Revealing the artist lineup for the 13th edition of #SculptureintheCity
Launching on 24 July 2024, the work of these 15 artists will be placed amongst the striking urban landscape of the City of London
@marcinignac@threejs yes all that is great, but it essentially still try to build a principal pipeline that hides much details which you would want. maybe its just me, but I've been feeling shader graph as a collection of fixed pipeline stuff for quite some time.