🔵🟡🔵Our paper "VOCA: Visual Odometry with Codec Awareness" has been accepted at #ECCV2026
Modern vision systems often work with compressed video but most methods ignore a lot of useful information that's already there.
📄https://t.co/1i8OJ9H159
🔗 https://t.co/qtheS1zZYU
Happy to announce that I’ll be presenting my work on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 as part of Advances in Real-Time Rendering at SIGGRAPH 2026.
Ever since ray-tracing hardware debuted, I’ve been obsessed with trying to fix common screen-space denoising artifacts to make ray tracing viable for competitive multiplayer gameplay.
VRRT is my solution: through smart on-screen ray reallocation and load balancing, we achieve a fixed frame time with no disocclusion or lag-on-movement issues. See the course page for the full abstract.
https://t.co/Smum3bEYpo
idTech 8 style Global Illumination (FAST AS HELL) in @threejs (via WebGPU)
I've worked on this for 5 weeks (on and off) and it's still not there, but all the core tenets work.
Next more denoising + better temporal accumulation, and some larger scale examples.
(Running at 4K)
The U.S. Treasury Department's Office of Foreign Assets Control (OFAC) has amended the general license that temporarily suspended sanctions on Iranian petrochemical products, revoking the authorization effective today.
A 10-day 'wind-down' period has been provided, allowing previously authorized transactions to conclude no later than 12:01 a.m. ET on July 17, 2026.
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
@lafaiel … consumer PCs are really outdated. Like, gaming DDR5 is about 100GB/s. DDR6 will double that, but new mobos don’t come till 2030s (atleast on AMD) and neither moving from dual channel. And this is base M7, we saw Max and Ultra doing x2-x4 bandwidth.
@f4micom For inference though. Training needs the parallel genral computing GPU offers, and nobody has enough right now.. As for retreating, gaming revenue is tiny, even if Nvidia still be profitable, downscaling will crash their value, and more likely lead to sellout.
@xandurglar Interesting but seems limited. On real world imagery it make sense as a way to compress Earth, but.. if it is syntactic, you know the recipe, approximation isn’t needed. Though, you could say a model could approximate a complex function with less compute… it is an use case.
@bee_fumo it is less of popularity and more of supply and demand. Sony or Microsoft sells like tens of millions of controllers minimum per generation. Valve doesn’t work at that scale, they probably at hundreds thousands, aimming at few millions just like Steam Deck..
@nathie I lost interest on it. The software is interesting, but hardware is becoming outdated with the delays, VR gaming is on life support and has no new creative projects anymore.. Valve wanted <1000$ price, but even at 600$… I need reasons to play on it, and I got none.
@m_schuetz@SebAaltonen I guess it worth asking, is hardware rasterization just not necessary? is it a thing that probably will be removed from future gpus? just like how we don’t have hardware for sprites anymore?
@VinciRSS Yes. VRAM saving is nice but the tech itself could be nice positive for upclose shots. Pixelated texture or a blurry one.. with latent data, sampling is more advanced, there is even possibility of using another model to add details from the samples.