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 NVIDIAβs wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
21.10.2025 16:43 β π 51 π 11 π¬ 1 π 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 π 1 π 0 π¬ 0 π 0
Well, @ericbrachmann.bsky.social did release a hot new paper
02.10.2025 17:55 β π 2 π 0 π¬ 1 π 0
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 π 0 π 0 π¬ 1 π 0
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
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 π 2 π 0 π¬ 0 π 0
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 π 165 π 55 π¬ 1 π 4
Love that t-shirt!!!
Project is great too, but man, that t-shirt is nice.
24.09.2025 18:34 β π 1 π 0 π¬ 0 π 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 π 0 π 0 π¬ 0 π 0
Is that rendered through eevee or cycles?
18.09.2025 18:03 β π 0 π 0 π¬ 1 π 0
Stochastic transparency?
18.09.2025 17:52 β π 2 π 0 π¬ 1 π 0
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 π 2 π 0 π¬ 0 π 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 π 0 π 0 π¬ 0 π 0
@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....
26.08.2025 05:25 β π 85 π 27 π¬ 1 π 1
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 0
Friends don't let friends form full Jacobians
20.08.2025 17:49 β π 1 π 0 π¬ 0 π 0
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 π 5 π 2 π¬ 0 π 0
May I interest you in some fl. oz.?
18.08.2025 14:54 β π 0 π 0 π¬ 1 π 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 π 0 π 0 π¬ 0 π 0
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
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 β 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 π 129 π 34 π¬ 3 π 1
Awesome stuff! Congrats!!
16.08.2025 01:09 β π 1 π 0 π¬ 0 π 0
Fair enough fair enough. Gotta try it
11.08.2025 23:02 β π 0 π 0 π¬ 0 π 0
except when it's multi-threading, then you can't
11.08.2025 17:30 β π 0 π 0 π¬ 1 π 0
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 π 104 π 16 π¬ 1 π 0
Falling down the rabbit hole of text rendering. Please send help.
01.08.2025 15:51 β π 1 π 0 π¬ 1 π 0
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 π 44 π 11 π¬ 0 π 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 π 1 π 0 π¬ 1 π 0
comic creator β’ he/him β’ commissions closed β’ no reposting or referencing please β’ check link for inquiries
https://linktr.ee/m_maf_f
Owner of Positech Games. Coder of Democracy, Gratuitous Space Battles etc blog: http://cliffski.com. Built a solar farm. Ex heavy metal guitarist & teacher. Cat owner. Making Ridiculous Space Battles!
Also on https://www.instagram.com/gamedevcliffski/
Retired tech-nerd. Unicyclist, kiteboarder, juggler, hiker, plays tennis and pickleball, advocates for pedestrian/cyclist safety. Windows ETW expert. LGBTQ supporter. Vancouver, BC
he/him
https://randomascii.wordpress.com/
Geometric deep learning + Computer vision
I enjoy pain. That is why I code simulation engines.
My blog: http://brashandplucky.com
art; yet again. SORRY ABOUT THE EMAILS it's a lot & I'm v tired
buy things/other socials: https://linktr.ee/turndecassette
Online Shop: http://zeburnay.bigcartel.com
Patreon: http://patreon.com/zeburnay
Why do it by hand if you can code it in just quadruple the time?
https://mzucker.github.io/
he/him
Engine/Lead Tools Programmer at Keen Games. Interested in Engine/Game/Tool/System programming and API design.
Creative Director of Sword of the Sea, The Pathless, and ABZΓ. Art Director of Journey and Flower. Natural history/dinosaur enthusiast. mattnava.com
Associate Professor at CTU in Prague. Computer Vision Researcher at the Visual Recognition Group vrg.fel.cvut.cz. Made in Greece, exported to France and Czech Republic.
https://cmp.felk.cvut.cz/~toliageo
Making pretty pictures with GPUs
https://blog.danielschroeder.me/
i'm an illustrator! she/her | 23 π¨π¦π¨π³ | comms closed
https://vgen.co/scalllions
work inquiries: scalllions@gmail.com
#1 Houdini artist west of the Mississippi.
video games
π czar @ yoyogigames
π HW @ playstation
Β· interested in perf stuff, custom engines
Β· made Gun Trails for playdate (https://play.date/games/gun-trails/)
Β· previously at that's no moon, nvidia, netflix, disney and pixar
Postdoc at ETH ZΓΌrich, studying geometry processing and geometric deep learning. Previously PhD @TUDelft, research intern @Adobe. rubenwiersma.nl
Principal research scientist at Naver Labs Europe, I am interested in most aspects of computer vision, including 3D scene reconstruction and understanding, visual localization, image-text joint representation, embodied AI, ...
Computer vision PhD student from Prague.
https://klarajanouskova.github.io/
Senior Devtech @Nvidia. Former graphics engineer at Ready At Dawn, Naughty Dog, Ubisoft. Views are my own.
Co-founded the original 3D Realms/Apogee. Published, funded, produced & created many games. Known for Duke Nukem 3D.
Game designer, artist, programmer.
linktr.ee/georgebsocial