In this paper is proposed SDFRaster, a rasterizable SDF representation which combines the efficiency of rasterization with signed distance field for end-to-end mesh reconstruction.
https://t.co/QlSZaBByV4
I spent some time reverse-engineering Apple's Lossy texture format. It wasn't as simple as I originally thought, and some of the details surprised me. Check it out!
https://t.co/LjyDT8myX6
I finally finished my Gaussian Splat based FPS demo.
It's a @playcanvas project, runs in a browser. On a real photoscan. With physics, baked lighting, pathfinding NPCs.
Here's how 👇
New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
https://t.co/xWEz0q2c4N
It's here... Basis Universal 2.0
Our 1.0 SDR codecs still work great, but the 2.0 codec can do it all. High quality, low file size, whatever you want depending on settings. It's revolutionary image tech brought to GPUs. https://t.co/vwe2WNk5AD
Thrilled to announce we're open-sourcing the CUDA Tile dialect and bytecode! https://t.co/wpy2BoybAk
What's included:
• CUDA Tile MLIR dialect
• Bytecode serialization/deserialization support
• MLIR Python bindings for programmatic IR construction
• Conformance test suite
For developers: You can now integrate CUDA Tile directly into your projects using MLIR and generate CUDA Tile dialect or bytecode natively!
Learn more about CUDA Tile:
• NVIDIA Developer: https://t.co/vjf6KnrMMU
• CUDA Tile Specification: https://t.co/QJiF8QVd2i
This project represents the collaborative effort of multiple teams across NVIDIA. A huge thanks to everyone who made this possible!
It has been a privilege to be involved.
After nine years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!
@_vanswan@tengri_spirit Для небольших бизнесов (да и контракторов) на определенных планах можно потратить $40k из кармана в сумме за год на мед. с родами. https://t.co/wbeJHSfK6k
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new @SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
https://t.co/12nr5SeM2y
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Retweets welcome!
Link in reply because algorithm.
Hardware virtual textures look like a marvelous tool for large terrains or volume compression.
Alas, they are in a sad state in terms of performance and usability. And strangely, the (very bad) binding perfs varies a lot with the driver.
→ read here: https://t.co/zjIQYHVAg7