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pltc

@pltc.bsky.social

plathc.github.io

535 Followers  |  478 Following  |  12 Posts  |  Joined: 06.02.2024  |  1.9521

Latest posts by pltc.bsky.social on Bluesky

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About fast 2D CDF construction In a path tracer, sampling a light source that is driven by a texture, such as a HDR map, requires mapping a 2d random number to texels of the map, with a probability that is proportional to the br…

Cool. I posted a while ago about fast CDF reconstruction. I wonder if you are doing something like this or have a different technique. maxliani.wordpress.com/2024/03/09/a...

11.02.2026 04:58 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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Ever seen one of these, and wondered *why* they work? 🧡

This is a so-called Bitonic sorting network, and the illustrations show the two common ways to implement them. From an implementation point of view the two methods are effectively the same, so which one you pick just comes down to preference.

20.12.2025 00:24 β€” πŸ‘ 39    πŸ” 10    πŸ’¬ 2    πŸ“Œ 0
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Nanite Tessellation Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...

I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...

02.02.2026 02:40 β€” πŸ‘ 156    πŸ” 50    πŸ’¬ 1    πŸ“Œ 1
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs

29.01.2026 12:22 β€” πŸ‘ 161    πŸ” 30    πŸ’¬ 1    πŸ“Œ 2
Original: an old photo I took in the forest

Original: an old photo I took in the forest

3D voxelized scene in the day.

3D voxelized scene in the day.

3D voxelized scene in the night.

3D voxelized scene in the night.

3D voxelized scene in the day with volumetric fog.

3D voxelized scene in the day with volumetric fog.

This was a fun quick experiment:
Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
#rendeting #metalrt

22.01.2026 13:37 β€” πŸ‘ 24    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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20.07.2025 19:53 β€” πŸ‘ 15    πŸ” 2    πŸ’¬ 0    πŸ“Œ 1
2D Voronoi meshing of a multi-component wing (image from the Nasa-Ames research paper)

2D Voronoi meshing of a multi-component wing (image from the Nasa-Ames research paper)

3D Voronoi meshing around a reactor (image from the Nasa-Ames research paper)

3D Voronoi meshing around a reactor (image from the Nasa-Ames research paper)

3D Voronoi meshing around a wing + reactor (image from the Nasa-Ames research paper)

3D Voronoi meshing around a wing + reactor (image from the Nasa-Ames research paper)

3D Voronoi meshing around a wing + very accurate modeling of ice formation  (image from the Nasa-Ames research paper)

3D Voronoi meshing around a wing + very accurate modeling of ice formation (image from the Nasa-Ames research paper)

Geogram flies !

The other day, I was reading this article from NASA Ames Research Center:

ntrs.nasa.gov/api/citation...

What do they use for the geometric computations ?
Geogram of course ! (thrilled !!)

Geogram is a library with geometry processing algorithm:
github.com/BrunoLevy/ge...

06.01.2026 20:46 β€” πŸ‘ 17    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
Gaboronoi (top) vs Anisotropic Voronoi (bottom)

Gaboronoi (top) vs Anisotropic Voronoi (bottom)

Gaboronoi (top) vs Anisotropic Voronoi (bottom), with 5000 Sites. I feel like the anisotropic voronoi's artifacts are more aesthetically pleasing. Gaboronoi is faster to train by a lot!

I've compiled all of my recent voronoi experiments into a collab:
colab.research.google.com/github/jaker...

04.01.2026 06:47 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

03.01.2026 18:15 β€” πŸ‘ 76    πŸ” 29    πŸ’¬ 0    πŸ“Œ 0
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No Graphics API β€” Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 β€” πŸ‘ 465    πŸ” 191    πŸ’¬ 19    πŸ“Œ 12
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Posting an older article on "Probability Theory for Physically Based Rendering", using tomorrow's #thisisigad Graphics Guild lecture as an excuse:
jacco.ompf2.com/2019/12/11/p...
There is also a part 2.

11.12.2025 20:35 β€” πŸ‘ 38    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0
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A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page:
graphics.cs.utah.edu/teapot/

11.12.2025 05:34 β€” πŸ‘ 101    πŸ” 24    πŸ’¬ 6    πŸ“Œ 0
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New blog post on how to render beautiful soft shadows projected by the user's finger with Jetpack Compose.

www.romainguy.dev/posts/2025/f...

29.11.2025 23:15 β€” πŸ‘ 72    πŸ” 23    πŸ’¬ 3    πŸ“Œ 0
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Mapping the future with 3D-printed titanium Apple Watch cases Apple Watch Ultra 3 and titanium Apple Watch Series 11 cases are now 3D-printed with 100 percent recycled aerospace-grade titanium powder.

So Apple put out an article this week about how they are now 3D printing titanium parts in large volumes for Apple Watches and iPhone Air; this is a bit of a surprise and really cool!

(1/3)

www.apple.com/newsroom/202...

27.11.2025 06:40 β€” πŸ‘ 11    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
Graphics Replicability Stamp Initiative

The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers.

More details in the 'Volunteering' section of the home page.

21.11.2025 12:16 β€” πŸ‘ 16    πŸ” 11    πŸ’¬ 1    πŸ“Œ 0
A rather strange twisted-looking smooth shape generated as the volume of space swept out by a rotating and translating sculpture. The left shows an opaque rendering, the middle shows the same shape with surface points colored to indicate the time, and the right shows a semi-transparent view.

A rather strange twisted-looking smooth shape generated as the volume of space swept out by a rotating and translating sculpture. The left shows an opaque rendering, the middle shows the same shape with surface points colored to indicate the time, and the right shows a semi-transparent view.

There's a new and very neat-looking SIGGRAPH Asia paper on constructing the swept volume based on the path of a moving (possibly deforming) object. Check it out!

https://jurwen.github.io/Swept-Volume-Page/

20.11.2025 01:07 β€” πŸ‘ 29    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
Doing Surface Imperfections Right | Vray, Cycles, Arnold..
YouTube video by Lucas Doing Surface Imperfections Right | Vray, Cycles, Arnold..

Here's a great video explaining/showing why the common CG practice of plugging smudge/fingerprints/dirt/whatever maps into roughness is wrong and why it should be done using material layering instead. This video is really well-made!

www.youtube.com/watch?v=OW4L...

20.11.2025 08:35 β€” πŸ‘ 68    πŸ” 11    πŸ’¬ 1    πŸ“Œ 1
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apparently there are also native sdf nodes in blender 5 now

08.10.2025 14:57 β€” πŸ‘ 188    πŸ” 21    πŸ’¬ 6    πŸ“Œ 0

i wrote an efficient convolution reverb for dreams while at mm years ago, and found myself in need of one again. my memory was hazy on the details, and i couldnt find it written out in a simple way i could immediately understand, so i chewed a pencil and reminded myself. heres how i think about it

04.10.2025 14:21 β€” πŸ‘ 18    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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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. Reposts welcome!

zeux.io/2025/09/30/b...

30.09.2025 17:40 β€” πŸ‘ 168    πŸ” 55    πŸ’¬ 1    πŸ“Œ 4
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Graphite's interactive "CosmoViewer". Explore your cosmologic simulations interactively !

29.09.2025 22:00 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

Couple pieces about this work -

about the sphere packing, using voxel "dart throwing" on the GPU:
jbaker.graphics/writings/sph...

about the reuse of the data structure from the sphere packing, reinterpreting it as a grid-based raytracing acceleration structure:
jbaker.graphics/writings/dda...

29.09.2025 12:07 β€” πŸ‘ 29    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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Super proud to have been part of this work led by Sam Bourgault and Alejandro Aponte @ expressive computation lab

With WORM, we propose a new way to program cobot manufacturing actions through skilled manipulation and procedural repetitions

Checkout the paper and demo at #UIST2025

29.09.2025 04:47 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
semi-discrete optimal transport: galaxy clusters and Laguerre diagrams.

semi-discrete optimal transport: galaxy clusters and Laguerre diagrams.

Large-scale semi-discrete optimal transport with distributed Voronoi diagrams,
Final version available here:
www.sciencedirect.com/science/arti...

26.09.2025 08:15 β€” πŸ‘ 15    πŸ” 4    πŸ’¬ 0    πŸ“Œ 1
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Is #geogram's Constrained Delaunay Triangulation robust ?
... on the testbench !
github.com/BrunoLevy/ge...

24.09.2025 19:50 β€” πŸ‘ 13    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
Cyprien Plateau--Holleville in front of his title slide at the RING meeting

Cyprien Plateau--Holleville in front of his title slide at the RING meeting

RING meeting in Nancy,
Cyprien Plateau--Holleville presented presented his awesome work on exact integration of the differential quantities involved in Partial Optimal Transport. And that's not all: It comes with a combined physsim - Optimal Transport - rendering on the GPU !

18.09.2025 08:48 β€” πŸ‘ 12    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0
A cosmological simulation, showing the cosmic web, with 300 million galaxy clusters. A nice test case for the new algorithm !

A cosmological simulation, showing the cosmic web, with 300 million galaxy clusters. A nice test case for the new algorithm !

Our article "Large-scale semi-discrete optimal transport with distributed Voronoi diagrams" (with Nicolas Ray, Quentin Merigot and Hugo Leclerc) just got accepted by Journal of Computational Physics. Pushing the limits of Optimal Transport by several orders of magnitude !

11.09.2025 15:29 β€” πŸ‘ 33    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
Forward Scattering - The Weblog of Nicholas Chapman First off, most malloc implementations in debug mode will fill the memory with a special byte pattern like 0xCDCDCDCD. Unfortunately this doesn't directly help you detect reads of such patterns.

Detecting reads from uninitialised heap memory in C++ programs at runtime www.forwardscattering.org/post/71

27.08.2025 11:07 β€” πŸ‘ 21    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
Thinking about convolutions for graphics

New short post:
"Thinking about convolutions for graphics"
aschrein.github.io/jekyll/updat...

22.08.2025 16:06 β€” πŸ‘ 14    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0

Anyone here have experience PyPI packaging of custom nanobind bindings for CUDA code specifically? I'm fairly good at pybind/nanobind for standard C++ stuff, but I don't even know where to start for GPU code, especially one that links to Nvidia's proprietary libraries.

pls halp πŸ™πŸ™πŸ™

18.08.2025 13:35 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0

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