You're all doing IK solvers wrong.
The classic methods break down into 3 categories:
1. Analytic
2. Jacobian
3. Geometric
The method I'm proposing improves all three and it's a dirt simple idea you should be embarrassed for not figuring out on your own 🧵
Did you know that the .png format was created out of spite? Or that .jpeg just discards like half of the colours in your image because you won't notice?
To celebrate last week's launch, I published a chapter on image compression.
https://t.co/IwwPF9l1LK
📢📢📢introducing 𝐏𝐨𝐰𝐞𝐫 𝐅𝐨𝐚𝐦
A 3D representation that can be ray traced or rasterized in real time, with NO COMPROMISE in quality.
- Project: https://t.co/LkmVQjkIt2
- arXiv: https://t.co/TtMbyKrvrp
Rasterized at 3DGS-class FPS
Ray traced at Radiant Foam speeds
I'm a little late to the party on this one since it's from January, but I just read this great blog post by Jure Triglav walking through implementing surfel-based global illumination. It's got a bunch of really cool interactive toys/visualizers!
https://t.co/T5fsPEVx2N
New Post: Triangle Tessellation with Clamped Parallelograms. The key idea is to use float tess factors like Dx11 tessellation but replace the pattern to be straighter and more stable. Also includes an MIT licensed web viewer for reference.
https://t.co/7zPNcJDGQY
"Behind the Pretty Frames" series of articles, breaking down many tricks and hidden gems of the renderer behind some of the most beautiful & remarkable AAA games. i hope you enjoy this few years of digging & researching & find out about few unique tricks & impressive techniques.
https://t.co/WKeWXjYThl
i had FUN playing these games, and the best way to celebrate them, was by doing these deep dives!!!!
Where some of these articles took few months to complete for each as a side quest, there are ones that took what is beyond few months, such as Detroit's article, which took little over than 2 years!
#gaming #gamedev
This might be the most important paper on surface shading to come out in years. TL;DR: microfacet models are wrong and proposed wave-based or hybrid alternatives are wrong too. This is an exciting opportunity for new research! https://t.co/ZTtvzicabz
I just released my video about the engine (and game) I've been working on.
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
6) OkLab - When it comes to blending colors, sRGB is not ideal! There are many ways to blend colors, but OkLab is specifically designed to blend colors perceptually, leading to more visually-balanced transitions
More: https://t.co/qDukZhtjUI
Damn, stumbled upon this really exciting NVIDIA research paper that talks about a perf speed-up of up to 3x in the ReSTIR real-time path tracing algorithm —which powers all path-traced games on PC — while also making it look better! Source: https://t.co/EOPD2NiPSs
Larger ASTC block sizes save bandwidth, but may not save memory at all. I tested many iOS and Android devices to find the actual cost of memory alignment:
https://t.co/RypRaWtFwC