I got tired of mashing together tools to write long threads with ๐ซ๐ข๐๐ก ๐๐๐๐๐๐ก๐ก๐๐๐ and โณฮฑโ โโso I wrote La๐๐ค๐๐๐ก!
It converts Markdown and LaTeX to Unicode that can be used in โtweetsโ, and automatically splits long threads. Try it out!
keenancrane.github.io/LaTweet/
11.09.2025 13:28 โ ๐ 91 ๐ 17 ๐ฌ 3 ๐ 4
Asking because I'm thinking of switching to Linux soon - why did you choose Mint? I've been looking at Rocky primarily because of the stable support for VFX tools
18.06.2025 02:55 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Advertise your account with a Simpsons image
28.05.2025 09:12 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
This is so cool, is there any possibility of some of the dice models being made available for download? Would love to have a 2D6
24.05.2025 06:28 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Added support for nested dielectrics based on "Simple Nested Dielectrics" by Schmidt & Budge
16.05.2025 07:46 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
(More maths)
25.02.2025 00:12 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Added importance sampling for textures. These images were rendered with the same number of samples before and after importance sampling the environment light
24.02.2025 23:52 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
Added normal mapping and fixed some edge cases, made a scene to demo the current features
09.02.2025 09:22 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0
Added emission patterns for lights, and added an environment light
21.01.2025 22:49 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Refactored everything, improved memory management, added pattern interface, added texture pattern
21.01.2025 01:11 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Heard that the STL RNG can be slow. Looked into XORShift RNGs. The seed is multiplied by matrices covering all possible seed values until a repeat. The matrices in XORShift RNGs use bitwise operations so are very cheap. Only 1% faster but fun! Total speed increase: ~11%
11.11.2024 06:18 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Decided to try and optimise starting with some low-hanging fruit. Made tweaks to the BVH, then implemented a better triangle intersection algorithm where rays are transformed to simplify cross products, and transforms are stored per ray ahead of time to save computation
11.11.2024 06:18 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
So I derived a sampling strategy for Trowbridge-Reitz as well. Still sampling invisible microfacets though
11.11.2024 06:18 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Made a Veach inspired scene for testing and found and fixed some more bugs
11.11.2024 06:16 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Multiple light sources, layered BSDFs (just additive for now), fixed a whole lotta bugs and edge cases
11.11.2024 06:16 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Got Beckmann microfacet distribution working, added an analytic ring light (inspired by Max Liani), also now adjusting roughness after rough bounces to spread out caustics, accounted for a bunch of edge cases and fixed a load of bugs
11.11.2024 06:16 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Found the Beckmann distribution on pbr-book.org, and derived sampling based that. It's not ideal as I'm sampling the whole distribution, including invisible microfacets, so a lot of samples will be useless. One day I'll learn a better strategy
11.11.2024 06:15 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
(I don't know how to derive any Fresnel functions either, but I've memorised the standard dielectric Fresnel function after using it in a lot of places. I understand that the derivation involves Maxwell's equations, which I'm keen to learn more about)
11.11.2024 06:14 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
I remembered how to derive the Cook-Torrance BRDF! But never learned how to derive any NDFs / masking-shadowing functions... I have no choice but to Google some, but I will derive the BRDF sampling by myself. Added NDF derivation to my list of things to learn later
11.11.2024 06:14 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Adding BSDF sampling so I can introduce MIS. Here are some cosine-weighted hemisphere samples I exported as a .ply to check in Blender, and my derivation. I'm uniformly sampling a disk and projecting up on to the hemisphere to get the cosine distribution (Malley's method)
11.11.2024 06:12 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
I was clamping each ray's max distance for to the closest previous hit for every bounce๐คฆ The shadows look how I would expect them to now! Also added a perfectly specular BRDF
11.11.2024 06:11 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
I was building the local coord sys in a slightly stupid way and missing some edge cases, normals are fixed now. Still not sure why the shadows are still so dark, but I added Russian roulette, allowing me to get some more bounces in the same amount of time
11.11.2024 06:11 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
Finally some actual path tracing! But it looks very broken... normals are getting busted on certain angles, and shadows look way too dark...
11.11.2024 06:11 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
researcher @google; serial complexity unpacker
ex @ msft & aerospace
Assistant Professor @UWaterloo CS
rendering, light transport & optics
PhD @UCSB, MSc @WeizmannScience, formerly @Crytek @NVIDIA.
๐ฎ๐ฑ๐จ๐ฆโก๏ธ
ssteinberg.xyz
Previously Engine Programmer @idSoftware
interested in: C++/OpenGL/Vulkan/Voxels/SDFs/Pathtracing/GPU Compute/Photography/CpE/Electronics
Co-organizer of Graphics Programming Virtual Meetup
Project writeups, blog posts:
https://jbaker.graphics/index.html
Mathematics Sorceror (sensory alchemist) at the Arctangent Transpetroglyphics Algra Laboratory (ATAL), I transflarnx mathematics into living rainbows. http://owen.maresh.info https://github.com/graveolensa
Psoeppe-Tlaxtlal, (an undreamt splendour?)
2D Artist, Illustrator
Contact me at: sirac.musti@gmail.com
the internet can still be fun!
https://onemillioncheckboxes.com โข http://eieio.games โข https://everyuuid.com โข https://onemillionchessboards.com
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Computational designer, data artist, generative art coder, founder of @variable.io and co-creator of https://nodes.io.
http://marcinignac.com
Researcher in computational physics,,
Scientific director of Program Inria Quadrant
2018-2022 director of Inria Nancy G-Est,
ERC GOODSHAPE-VORPALINE,
#riscv ambassador
3D developer and aspiring creative generalist, currently working on slowroads.io. Interested in architecture, 3D design, digital fabrication, procedural generation, and web-based graphics.
โจ Weird CAD and graphics research
โ๏ธ Embedded software and Rust
๐ Cambridge, MA
๐ mattkeeter.com
Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. I enjoy chatting/messages! Always looking for new opportunities
Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
Rendering, ray tracing, Metal API.
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
Research engineer @ EPFL, Switzerland
Differentiable rendering & GPUs
https://github.com/njroussel/