Purely visually reminds me of @keenancrane.bsky.social paper or stripes on surfaces. Not really sure if there is a connection:
www.cs.cmu.edu/~kmcrane/Pro...
@mhalber.bsky.social
I fail at Computer Vision
Purely visually reminds me of @keenancrane.bsky.social paper or stripes on surfaces. Not really sure if there is a connection:
www.cs.cmu.edu/~kmcrane/Pro...
glad to hear you're enjoying early parenting
22.01.2026 15:22 β π 1 π 0 π¬ 0 π 0Dear Google Slides, please back off, I like my slide how they are, no need to "beautify" them
12.01.2026 15:55 β π 0 π 0 π¬ 0 π 0Looking at the pdfs in the Github repo, it looks like this framework of Axiomatic Physical Homeostasis can also be applied to solving AGI, which makes me doubly skeptical.
08.01.2026 16:36 β π 2 π 0 π¬ 0 π 0An excerpt from a paper stating that 2011 KinectFusion paper is now an old and traditional method
Wow, thanks for making me feel old, paper
08.12.2025 16:26 β π 1 π 0 π¬ 0 π 0Ok, ok, hear me out.
A PDF reader that doesn't lag.
I know, crazy.
Walk!? In America?? What that activity you speak of?
06.12.2025 18:20 β π 0 π 0 π¬ 1 π 0@parskatt.bsky.social First Dad, now Mum, what are they going to come up with next?
24.11.2025 14:54 β π 1 π 0 π¬ 1 π 0As someone who routinely switches between Linux, MacOS and Windows, the fact that Win11 removed a feature to put taskbar at the top hurts a lot.
10.11.2025 18:31 β π 1 π 0 π¬ 0 π 0Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL.
Includes an analysis of NVIDIAβs wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
If we do spatial queries in R^3, should we call the data structure kd-tree, 3d-tree, or just be honest about it and call it sorted pointcloud?
14.10.2025 13:48 β π 1 π 0 π¬ 0 π 0Well, @ericbrachmann.bsky.social did release a hot new paper
02.10.2025 17:55 β π 2 π 0 π¬ 1 π 0Assume that you have a "cone" represented by normal n and cos(ΞΈ), where ΞΈ is the half angle, how do you compute the intersection of the two without involving acos?
I'm actually mostly interested in the binary classification (interesects / doesn't intersect)
"Inside NVIDIA GPUs: Anatomy of high performance matmul kernels", includes a great intro to GPU architecture and PTX/SASS: www.aleksagordic.com/blog/matmul
01.10.2025 19:36 β π 56 π 12 π¬ 0 π 0A comparison figure from recent 2025 paper on 3D reconstruction with neural nets. All results are flat shaded pointclouds.
A comparison figure from 2016 paper on 3D reconstruction using RGB-D. This one applies fusion and renders nice meshes
Prove me wrong: For all the 3R papers, there is no reason for not running a fusion over your results. The figures would be way more readable, and misalignment more obvious. The fuzziness of point-clouds hides it.
We have the technology!
2025 vs. 2016
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...
Love that t-shirt!!!
Project is great too, but man, that t-shirt is nice.
Six submissions, but five papers in the thumbnail. I see you're really trying to drive up the traffic to your group's website ;)
18.09.2025 19:00 β π 0 π 0 π¬ 0 π 0Is that rendered through eevee or cycles?
18.09.2025 18:03 β π 0 π 0 π¬ 1 π 0Stochastic transparency?
18.09.2025 17:52 β π 2 π 0 π¬ 1 π 0screenshot of the title and the abstract of the "The Ultimate Planar Convex Hull Algorithm?" by D.G.Kirkpatrick and R. Seidel
Really looking forward to people starting to up the energy of their 3D reconstruction paper titles.
These guys had it figured out, i'd skip the question mark tho.
A banger paper from @dcremers.bsky.social group!
Great to see that focusing on strong two-view prediction, coupled with classical back-end optimization can lead to SOTA results!
ganlinzhang.xyz/vista-slam/%...
Also, you don't need 80GB GPU for inference ;)
@vurtun.bsky.social ?
28.08.2025 17:59 β π 1 π 0 π¬ 0 π 0#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illuminationβ talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
20.08.2025 15:56 β π 62 π 21 π¬ 3 π 0Friends don't let friends form full Jacobians
20.08.2025 17:49 β π 1 π 0 π¬ 0 π 0Screenshot of a desmos graphing calculator showing Barron's generalized robust function
Not sure if useful for anybody, but I wanted a resource that lists different robust functions, their derivatives and IRLS weights in one place. So, here is a desmos workspace that does just that:
www.desmos.com/calculator/q...
May I interest you in some fl. oz.?
18.08.2025 14:54 β π 0 π 0 π¬ 1 π 0Kinda struggling with all the Dust3R / VGGT followups.
How much is the improvement due to any proposed architectural changes, and how much is it just training for a longer time?
Listening to @gameengineering.bsky.social recently, and Iβm wondering how much the brilliance of places like looking glass, lionhead, mm, and rad was a function of culture, or whether they were just smarter than everybody elseβ¦
17.08.2025 19:45 β π 0 π 0 π¬ 0 π 0