Wallace Yuen (@wallaceyuen88) 's Twitter Profile
Wallace Yuen

@wallaceyuen88

Rendering R&D at Otoy, Applied and Computational Math at @JohnsHopkins

ID: 305486836

calendar_today26-05-2011 09:16:24

1,1K Tweet

277 Followers

222 Following

Jie-Ying Lee 李杰穎 (@jayinnn) 's Twitter Profile Photo

🛰️ Excited to share Skyfall-GS - the FIRST method to create real-time navigable 3D cities from satellite imagery alone! We transform multi-view satellite images into immersive 3D scenes you can freely fly through! 🚁✨ 🌐 Project Page: skyfall-gs.jayinnn.dev 1/5

Reece Shuttleworth (@reeceshuttle) 's Twitter Profile Photo

🧵 LoRA vs full fine-tuning: same performance ≠ same solution. Our NeurIPS ‘25 paper 🎉shows that LoRA and full fine-tuning, even when equally well fit, learn structurally different solutions and that LoRA forgets less and can be made even better (lesser forgetting) by a simple

🧵 LoRA vs full fine-tuning: same performance ≠ same solution.

Our NeurIPS ‘25 paper 🎉shows that LoRA and full fine-tuning, even when equally well fit, learn structurally different solutions and that LoRA forgets less and can be made even better (lesser forgetting) by a simple
Christoph Peters (@momentsincg) 's Twitter Profile Photo

Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new SIGGRAPH Asia ➡️ Hong Kong paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples. momentsingraphics.de/SiggraphAsia20…

Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new <a href="/SIGGRAPHAsia/">SIGGRAPH Asia ➡️ Hong Kong</a> paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia20…
Daniel Skaale (@dskaale) 's Twitter Profile Photo

BIG NEWS: Introducing SDF-Splats! 🚨 I just solved one of the biggest problems in 3D Gaussian Splatting: GAPS & HOLES! 🕳️❌ My hybrid approach combines: ✨ Explicit Gaussian Splats (for detail) ✨ Implicit SDFs (for continuity) The result? Seamless 3D reconstruction with NO

Nikita Lisitsa (@lisyarus) 's Twitter Profile Photo

Fine, let's try a new ray guiding idea: store 8 directional weights (1 per octahedron face) in each probe, and use them to guide random ray generation. Here's what the "best random ray direction" looks like once the weights more or less converge:

Shinji Ogaki (@shinjiogaki) 's Twitter Profile Photo

今年は2次元のtransient renderingを使った作品を提出しました。 運営の皆様お疲れ様でした。 #レイトレ合宿

Yining Karl Li (@yiningkarlli) 's Twitter Profile Photo

So there was this really great Youtube video that came out over the weekend about why a lot of modern movies just don't feel "real" anymore and generally kind of look terrible. Anyhow in other news I just saw the trailer for the live action Moana remake. youtube.com/watch?v=tvwPKB…

Vulkan (@vulkanapi) 's Twitter Profile Photo

The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extensionto a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads. Learn more: khronos.org/blog/boosting-… #ray #tracing #shader

The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extensionto a multi-vendor Vulkan  extension, reducing issues with divergence in ray tracing workloads.

Learn more: khronos.org/blog/boosting-…
#ray #tracing #shader
AMD GPUOpen (@gpuopen) 's Twitter Profile Photo

Capsaicin is not just for tacos, it's also our developer rendering framework! v1.3 is out now: 🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting. 🌶️ HDR support with spicier tone mapping. And much, much more: gpuopen.com/learn/gi-1-2-m…

Raphael Rau (@raphaelrau) 's Twitter Profile Photo

Otoys Black Fiday deal is live: home.otoy.com/render/octane-… Als o there is a new version of Octane in town: render.otoy.com/forum/viewtopi… A final release of Octane 2026.1 for C4D 😯 To be honest, it seems a bit rushed. So fingers crossed it is holding up nicely!

OTOY (@otoy) 's Twitter Profile Photo

OTOY Studio is live in beta! Access 600+ curated art tools, experiment with new neural rendering tech & access The Render Network Build workflows with Canvas, a node-based creation workspace and Timeline, a new editor for comping images, videos, and splats. bit.ly/4rT1ldl

Andrea Tagliasacchi 🇨🇦 (@taiyasaki) 's Twitter Profile Photo

📢📢📢 𝐒𝐩𝐡𝐞𝐫𝐢𝐜𝐚𝐥 𝐕𝐨𝐫𝐨𝐧𝐨𝐢: directional appearance as a differentiable partition of the sphere – Project: sphericalvoronoi.github.io – Paper: arxiv.org/abs/2512.14180 – Colab: tinyurl.com/spherical-voro… Project led by 𝐅𝐫𝐚𝐧𝐜𝐞𝐬𝐜𝐨 𝐝𝐢 𝐒𝐚𝐫𝐢𝐨 (graduating!)

Daniel Skaale (@dskaale) 's Twitter Profile Photo

🎨 New GPU-accelerated color-based splat deletion for Gaussian Splatting! Delete only splats matching a specific color range - all computed on GPU with zero CPU overhead. • Threshold 0.1 = surgical precision • Threshold 1.0 = broad strokes • Real-time splat color sampling

Matthias Niessner (@mattniessner) 's Twitter Profile Photo

📢📢📢𝐌𝐞𝐬𝐡𝐑𝐢𝐩𝐩𝐥𝐞: Structured Autoregressive Generation of Artist-Meshes High-fidelity, topologically complete 3D assets that expand naturally like a ripple on a surface! 🌊 Existing AR models often rely on sliding-window inference over truncated segments. However,

80 LEVEL (@80level) 's Twitter Profile Photo

Anthony Cabula has launched IES Sculptor, a tool that procedurally generates IES light profiles and provides precise controls. Available as a Chrome extension: 80.lv/articles/proce…

Björn Ottosson (@bjornornorn) 's Twitter Profile Photo

I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing. Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Link below

MrNeRF (@janusch_patas) 's Twitter Profile Photo

From Blobs to Spokes: High-Fidelity Surface Reconstruction via Oriented Gaussians TL;DR: Gaussian Wrapping interprets 3D Gaussians as stochastic, oriented surface elements and derives closed-form vacancy and normal fields, enabling fast, watertight, and compact mesh extraction

Sebastian Aaltonen (@sebaaltonen) 's Twitter Profile Photo

Same is true for time. 1ms is a lot in real-time software. 120Hz displays (new phones) = 8.33ms budget. 1ms = 12% of your whole budget. I remember an old article saying that garbage collection is a solved problem, because it just takes couple of milliseconds...

Yining Karl Li (@yiningkarlli) 's Twitter Profile Photo

Here’s a cool talk from GPC 2025 on the architecture of Blender’s Cycles renderer. There is no one right answer to designing a renderer; as a rendering engineer, I really like seeing how different renderers choose different tradeoffs to meet user needs: youtu.be/etGMk9wYwNs