Maciej Halber's Avatar

Maciej Halber

@mhalber.bsky.social

I fail at Computer Vision

74 Followers  |  326 Following  |  111 Posts  |  Joined: 19.10.2024  |  1.916

Latest posts by mhalber.bsky.social on Bluesky

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Optimized Wireframe Rendering: Part III Detailed technical breakdown of precision pitfalls, clipping logic, and geometry shader implementation for high-quality wireframe rendering.

Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL.

Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.

fauder.github.io/posts/2025/1...

#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev

21.10.2025 16:43 β€” πŸ‘ 51    πŸ” 11    πŸ’¬ 1    πŸ“Œ 0

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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Well, @ericbrachmann.bsky.social did release a hot new paper

02.10.2025 17:55 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Assume 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)

02.10.2025 01:50 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Inside NVIDIA GPUs: Anatomy of high performance matmul kernels - Aleksa Gordić From GPU architecture and PTX/SASS to warp-tiling and deep asynchronous tensor core pipelines.

"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€” πŸ‘ 55    πŸ” 12    πŸ’¬ 0    πŸ“Œ 0
A comparison figure from recent 2025 paper on 3D reconstruction with neural nets. All results are flat shaded pointclouds.

A 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

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

01.10.2025 15:03 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    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‘ 165    πŸ” 55    πŸ’¬ 1    πŸ“Œ 4

Love that t-shirt!!!

Project is great too, but man, that t-shirt is nice.

24.09.2025 18:34 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Is that rendered through eevee or cycles?

18.09.2025 18:03 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Stochastic transparency?

18.09.2025 17:52 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
screenshot of the title and the abstract of the "The Ultimate Planar Convex Hull Algorithm?" by D.G.Kirkpatrick and R. Seidel

screenshot 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.

18.09.2025 14:21 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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 ;)

03.09.2025 15:46 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

@vurtun.bsky.social ?

28.08.2025 17:59 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....

26.08.2025 05:25 β€” πŸ‘ 85    πŸ” 27    πŸ’¬ 1    πŸ“Œ 1
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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€” πŸ‘ 62    πŸ” 21    πŸ’¬ 3    πŸ“Œ 0

Friends don't let friends form full Jacobians

20.08.2025 17:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Screenshot of a desmos graphing calculator showing Barron's generalized robust function

Screenshot 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...

19.08.2025 17:26 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

May I interest you in some fl. oz.?

18.08.2025 14:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Kinda 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?

18.08.2025 14:53 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Listening to @gameengineering.bsky.social recently, and I’m 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 else…

17.08.2025 19:45 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.

A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.

Derivatives, Gradients, Jacobians and Hessians – Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...

17.08.2025 04:33 β€” πŸ‘ 129    πŸ” 34    πŸ’¬ 3    πŸ“Œ 1

Awesome stuff! Congrats!!

16.08.2025 01:09 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Fair enough fair enough. Gotta try it

11.08.2025 23:02 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

except when it's multi-threading, then you can't

11.08.2025 17:30 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Physically Based Rendering: Putting Pieces Together - PaweΕ‚ Stolecki || CD Projekt Red ||
YouTube video by Game Industry Conference Physically Based Rendering: Putting Pieces Together - PaweΕ‚ Stolecki || CD Projekt Red ||

Nice introduction (or refresher) to PBR: "Physically Based Rendering: Putting Pieces Together", Game Industry Conference 2024 presentation recording www.youtube.com/watch?v=OwyM...

03.08.2025 16:07 β€” πŸ‘ 104    πŸ” 16    πŸ’¬ 1    πŸ“Œ 0
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GitHub - memononen/Skribidi: Nimble bidirectional text stack for UIs Nimble bidirectional text stack for UIs. Contribute to memononen/Skribidi development by creating an account on GitHub.

Also, Skribidi is a work of art.
github.com/memononen/Sk...

01.08.2025 16:33 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Falling down the rabbit hole of text rendering. Please send help.

01.08.2025 15:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"
YouTube video by I3D Symposium I3D 2025 Chris Wyman's Keynote "ReSTIR: Traveling the Path of Reuse"

Worth watching presentation, also provides some background info on how ReSTIR came to be and where it is heading: "ReSTIR: Traveling the Path of Reuse" www.youtube.com/watch?v=MRg9...

31.07.2025 12:20 β€” πŸ‘ 44    πŸ” 11    πŸ’¬ 0    πŸ“Œ 1

IMHO it is really hard to have a clear api for all the cases, so it is more up to the programmer to know what sort of transformations they have and what data is necessary for efficient inverses

22.07.2025 02:20 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

@mhalber is following 20 prominent accounts