New blog post!
In "Quantizing tangent frames", we look at various established methods to represent tangent frames in the vertex data, squeeze a few variants into 32 bits per vertex and look at the resulting precision.
https://t.co/ZsDeImK0Ls
Retweet, like and subscribe!
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!
Happy New Year! As of January 1, 2026, all ACM publications and related artifacts in the ACM Digital Library are now open access, making computing research more accessible, discoverable, and reusable worldwide.
“This is a truly monumental milestone,” said ACM President Yannis Ioannidis, marking a new era for the global computing community.
Explore ACM’s open access journey:
👉 https://t.co/3bvtqxEqiU
#OpenAccess #ACM #OpenScience #ComputingResearch
Performance Hints
Over the years, my colleague Sanjay Ghemawat and I have done a fair bit of diving into performance tuning of various pieces of code. We wrote an internal Performance Hints document a couple of years ago as a way of identifying some general principles and we've recently published a version of it externally.
We'd love any feedback you might have!
Read the full doc at: https://t.co/jej95g236P
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!
s&box is now open source — we're pleased to share our .NET 10 game engine source under the MIT license.
Our goal with the play fund, royalty free game exporting and open source are all about giving back to the community so everyone wins.
👉https://t.co/jg8axO2yCP
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.
#GameDev#GameMaker#screenshotsaturday I have to keep advertising--this is that good and free.
Per-Pixel Dynamic Real-Time Volumetric Global Illumination: https://t.co/hOWYV74Wpt
I'm so happy to share that the stairs update is liiiiiive. This is by far our biggest update that we've been cooking since *checks calendar* omg, since March x_x Huge thanks to everyone who helped us test it while in beta <3
Now lemme walk you through some of the new shinies 🧵
My talk from @BetterSoftwareC last week is up on youtube. I present my findings on thread synchronization and job systems that I learned while parallelizing the physics solver. https://t.co/sWqeAojze9
Huge congratulations to my former PhD student @rohansawhney1 for winning the @siggraph Outstanding Doctoral Dissertation Award! 🥳
Rohan's thesis develops a whole new class of Monte Carlo methods for solving physical equations, without needing to break the world up into a mesh.
Shaders are fun. Sky+lightrays rendered together with 1 sample per pixel+temporal with importance sampling) Clouds+sky integrate with ambient probe and aerial perspective so environment light is cohesive.
End result is quite nice, only change between these pics is sun+view angle