@wjakob.bsky.social used to do this for his papers by releasing "extended tech reports", e.g.,
rgl.epfl.ch/publications...
rgl.epfl.ch/publications...
rgl.epfl.ch/publications...
as a nerd on these topics I find reading these detailed tech reports a lot more satisfying!
03.02.2026 22:22 β π 4 π 0 π¬ 0 π 0
Yes! I still sometimes fall into this today. It's hard especially when you care a lot about what you did.
03.02.2026 22:08 β π 2 π 0 π¬ 0 π 0
Writing tips
I have procrastinated on writing so much that I wrote an entire document on writing tips: cseweb.ucsd.edu/~tzli/writin...
Probably not much is new but I find I still need to repeat the same things to my students regularly. Will update this document over time hopefully.
03.02.2026 19:44 β π 18 π 5 π¬ 2 π 0
"AI has transformed programming forever", but what does that even mean? I mean, Sublime Text has transformed the way I and many programmed forever since it came out (with much less cost), but I don't see the same amount of excitement around it.
Sorry, have to rant, back to writing proposals. : (
31.01.2026 18:46 β π 1 π 0 π¬ 0 π 0
cseweb.ucsd.edu/~tzli/novelt...
I gave an internal talk at UCSD last year regarding "novelty" in computer science research. In it I "debunked" some of the myth people seem to have about what is good research in computer science these days. People seemed to like it, so I thought I should share.
09.01.2026 17:21 β π 75 π 25 π¬ 2 π 2
The idea is to use line segments to sample the Dirac delta at the decision boundaries (aka Crofton formula), along with a piecewise program transformation to detect whether the line intersects boundary. For low-dim integrals this marks the first time we can robustly sample general discontinuities.
15.12.2025 17:09 β π 1 π 0 π¬ 0 π 0
Check out our recent SIGGRAPH Asia paper on differentiating programs that integrates over discontinuous functions (yes, again), which got the best paper award! yashbelhe.github.io/asd/index.html
The first author Yash is looking for a job yashbelhe.github.io so talk to us if you're interested.
15.12.2025 17:09 β π 16 π 2 π¬ 1 π 0
YouTube video by Preserve Knowledge
NIPS 2017 Test of Time Award "Machine learning has become alchemy.β | Ali Rahimi, Google
I was surprised most of my students have not heard of Rahimi's very influential talk (it feels like everything just vaporizes in a few years these days), so I thought I should share it:
www.youtube.com/watch?v=x7ps...
02.12.2025 18:04 β π 4 π 0 π¬ 0 π 0
Stacklit material | High Definition Render Pipeline | 17.4.0
Depends on what you mean by "true layering" but Unity docs.unity3d.com/Packages/com... probably has implemented Belcour's layered material belcour.github.io/blog/researc...
"It also takes into account light interactions between two vertically stacked physical layers"
21.11.2025 22:20 β π 2 π 0 π¬ 1 π 0
Thanks a lot for the warm comments!
04.11.2025 16:32 β π 1 π 0 π¬ 0 π 0
I shared thoughts on what roles "classical graphics" should play in future and also advertise some of our research projects. I also discussed a bit of my thoughts on the field.
Take a look if you are interested, or if you have an existential crisis of your graphics-related research or job!
30.10.2025 19:53 β π 1 π 0 π¬ 0 π 0
YouTube video by Tzu-Mao Li
"Classical Computer Graphics in the Age of Generative AI", Pacific Graphics 2025 Keynote, Tzu-Mao Li
I gave a talk at Pacific Graphics 2025 on the topic of "Classical Computer Graphics in the Age of Generative AI". I've uploaded the recording to Youtube today.
www.youtube.com/watch?v=Vyci...
30.10.2025 19:53 β π 27 π 6 π¬ 2 π 0
It's amazing how simple the basic jackknife estimator is (Eq 4) and how the cosine comes out as a jump scare. XD
30.10.2025 17:12 β π 6 π 0 π¬ 1 π 0
YouTube video by Haolin Lu
Vector Valued Monte Carlo Integration Using Ratio Control Variates
Yes! www.youtube.com/watch?v=48tv... (sorry I was slow : ( )
30.10.2025 01:57 β π 2 π 0 π¬ 0 π 0
π Introducing our paper A Generalizable Light Transport 3D Embedding for Global Illumination lnkd.in/gQUMSAyV .
π Just as Transformers learn long-range relationships between words or pixels, our new paper shows they can also learn how light interacts and bounces around a 3D scene.
23.10.2025 03:26 β π 73 π 15 π¬ 2 π 1
OpenQMC Becomes an Academy Software Foundation Project - ASWF
Developed by Framestore, OpenQMC has improved the fidelity and speed of rendering Hollywood blockbusters such as Barbie, Superman, Wicked, F1 the Movie and How to Train Your Dragon LOS ANGELES, CA, Oc...
Today we're unveiling our newest project: OpenQMC! Developed & contributed to the Foundation by @framestore.bsky.social, OpenQMC aims to improve the fidelity & efficiency of rendering photoreal moving images for film, TV, gaming & advertising. Read more on our blog:
www.aswf.io/blog/openqmc...
07.10.2025 16:16 β π 7 π 1 π¬ 0 π 0
Amazing paper. Can't believe I haven't read it. Thanks a lot for sharing! (And yes I agree that the Nyquist limit is likely too loose and we can do so much better!)
17.09.2025 02:32 β π 2 π 0 π¬ 0 π 0
(This was inspired by the debate of whether the Pixel camera's 100x zoom in is hallucination or not, but it seems to apply to everything in the "AI" world right now.)
15.09.2025 21:34 β π 1 π 0 π¬ 1 π 0
My thoughts got stuck at the point above, so I decided to make this a bluesky post. ; )
15.09.2025 21:32 β π 0 π 0 π¬ 1 π 0
To move forward, either we move back to the "old ways" (I actually prefer this), or we should have a better visualization to indicate what things have higher uncertainty and make it clear to the audience. Probably a lot of people are working on this, but uncertainty quantification is a hard problem.
15.09.2025 21:32 β π 2 π 0 π¬ 1 π 0
We used to have a clear relation between sampling rates and reconstruction error. Now that has gone away and anything can go. In some sense, we have traded reconstruction error with predictability (perhaps because predictability is harder to benchmark). It almost feels like a form of no-free-lunch.
15.09.2025 21:32 β π 1 π 1 π¬ 1 π 0
Anything outside of Nyquist-Shannon limit is "hallucination". It used to have cooler names aliasing/noise. I think the key difference between the two is that human are good at catching aliasing/noise (even anti-aliasing), but not good at noticing hallucination. So "hallucination" feels like cheating
15.09.2025 21:32 β π 9 π 1 π¬ 1 π 0
My lab will be recruiting at all levels. PhD students, postdocs, and a research engineering position (worldwide for PhD/postdoc, EU candidates only for the engineering position). If you're at SIGGRAPH, I'd love to talk to you if you are interested in any of these.
08.08.2025 08:09 β π 12 π 7 π¬ 0 π 1
I've started to ask these questions in talks just so I can collect answers I can use myself in the future. ; )
07.08.2025 23:16 β π 1 π 0 π¬ 0 π 0
Most interesting thread I've read recently! I assume you can use this to build a BSP tree like data structure to render a lot of quadratic Bezier strokes?
28.06.2025 02:44 β π 2 π 0 π¬ 1 π 0
Also see the official SIGGRAPH blog post (blog.siggraph.org/2025/06/sigg...) for the best paper announcement and other cool SIGGRAPH papers.
14.06.2025 17:26 β π 2 π 1 π¬ 0 π 0
In the paper (suikasibyl.github.io/vvmc), we show a lot more: MSE analysis, debiasing, applying to actual renderers and differentiable renderers, and more.
In short, there is really no reason not to use RCV in your renderer and differentiable renderer. It reduces variance at negligible cost!
14.06.2025 17:26 β π 2 π 0 π¬ 1 π 0
#rustlang, #jj-vcs, atproto, shitposts, urbanism. I contain multitudes.
Working on #ruelang but just for fun.
Currently in Austin, TX, but from Pittsburgh. Previously in Bushwick, the Mission, LA.
π Battling techno-fascism with our Internet-savvy blend of attention-grabbing activism and mass mobilization.
https://www.fightforthefuture.org/2026
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Working on rendering for the Bevy game engine.
Long form blog at https://jms55.github.io.
Graphics coder at Apple
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www.aduprat.com
https://olivia.science
assistant professor of computational cognitive science Β· she/they Β· cypriot/kΔ±brΔ±slΔ±/ΞΊΟ
ΟΟΞ±Ξ―Ξ± Β· Οα½ΊΞ½ αΌΞΈΞ·Ξ½αΎ· ΞΊΞ±α½Ά ΟΞ΅αΏΟΞ± κίνΡι
I do my PhD on physically based (differentiable) rendering, material appearance modeling/perception @tsawallis.bsky.social's Perception Lab
I enjoy photography, animation/VFX, working on my renderer, languages and contributing to open source.
Vision scientist. Professor at the Centre for Cognitive Science, Technical University of Darmstadt, Germany. π¦πΊπ©πͺ. pronoun.is/he
https://www.psychologie.tu-darmstadt.de/perception
nzfeng.github.io
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The ACM community group for women in graphics research.
https://www.wigraph.org/
#WiGRAPHRisingStars
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business: fireb0rn@headshot-media.com
Research scientist in Computer Graphics at NVIDIA Research.
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@icare3d@mastodon.gamedev.place
The official Bluesky channel of the Board of Governors of the Federal Reserve System.
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https://www.federalreserve.gov/
Currently making geometry tools and algorithms at Epic Games.
https://jimmylands.com/
https://howtobeatree.com/
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Senior Researcher, Physics based AI/ML, Computational Mechanics
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Graphics Programmer
graphics/rendering/gpu performance @Xbox ATG // prev: Final Fantasy XV and ATD @Square Enix, NHL and CTG @EA // Opinions are mine //π₯€in π―π΅ // ζ₯ζ¬θͺOK
Ph.D student at the Max Planck Institute for Intelligent Systems. Forest child.
https://sbharadwajj.github.io/