Computer science Prof. at NJIT. Looking for PhD Students and research assistants in visual computing.
X-or present: @ucla @bloomberg @amazon @autodesk @wayfair
THE HAND ON SCREEN ISN'T VIDEO. IT'S A LIVE DEPTH SENSOR PAINTING A SHADOW ONTO 3D GEOMETRY.
a real hand moves near the monitor. a sensor reads it.
inside the scene a virtual hand-shadow falls across a car and a skeleton, wrapping to the surface underneath in real time.
that's TouchDesigner doing the tracking, not a render.
the shadow bends because it's reading actual depth off the 3d meshes.
here's where AI slots in, and where it doesn't.
a model can write the node logic, the mapping from sensor data to shadow, the whole scaffold.
that part collapsed.
what it can't do is decide the feel. how soft the shadow reads, how much lag before the gesture stops looking alive.
the tracking pipeline got cheap to build.
the moment it feels like your hand is actually touching the geometry is still tuned by a human, frame by frame.
Researchers built a soft floating robot for indoor interaction.
It uses helium and flapping fins instead of propellers.
The result is quiet, lightweight, and safe to touch.
It can follow people, give reminders, and act as a study buddy.
Published at ACM DIS 2026.
When you throw a paper airplane on Earth the wings create a lift that pulls it up, but gravity pulls it down; this mix makes it glide forward and down. In microgravity, the wings still create lift, but with nothing to pull the nose down, the lift force causes the plane to turn. If there were enough room, the airplane would fly in loops until it ran out of speed and drifted.
🌳🌬️ Just built a drop-in wind script for the @playcanvas engine.
Add it to any Gaussian splat scene, mark your trees with a few spheres, and they sway in the breeze — trunks stay anchored, canopies move. Tweak strength, gusts, flutter & direction live. WebGPU + WebGL.
Three.js + LEGO + procedural terrain = A LEGO world you can fly through ✈️
I joined the Three.js Journey challenge and honestly had a great time building this project.
live: https://t.co/lmKhZ7L87Y
github: https://t.co/M2D25Dqa2O
#threejsJourney#webgpu#threejs#createive
Congratulations to Bernhard for his SIGGRAPH 2026 Paper 👍 PDF https://t.co/Rpsc8FgsNi , Video https://t.co/lilbSxIMs5
Our key ide: treat particles as samples in four-dimensional space-time. ST-FLIP acts as an effective temporal anti-aliasing mechanism for FLIP-style solvers.
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: https://t.co/2d9aVuUsxj
It's amazing what you can do without machine learning. I've spent hours watching my simple implementation of the Dynamic Window Algorithm, basically a model-predictive control method. Runs live in the browser at this link: https://t.co/jxlLSQ1lVv
Introducing InfiniteDiffusion, my independent paper accepted to #SIGGRAPH2026!
I have one RTX 3090 Ti. No funding, advisors, or team. By day I'm a new grad SWE at Walmart.
The paper has two main contributions:
- InfiniteDiffusion: a new approach to infinite generation with diffusion models.
- Terrain Diffusion: the world’s first learned procedural terrain generator.
Here’s why this matters, and how they are connected. 🧵
nTop and PhysicsX show what a closed-loop AI design pipeline looks like in production.
nTop generated 100+ drone configurations with zero geometry failures.
The parametric model and live parameter updates were created in nTop, and the design exploration was run in the PhysicsX Optimizer.
A fully playable browser version of Half-Life 2 has just been released to the public. You don't need to download anything, just open the site and play! The webport was created by Slqnt and 98006 in just three months!