Mean Squared Error - On Hiatus (@non_manifold) 's Twitter Profile
Mean Squared Error - On Hiatus

@non_manifold

~0 tweets per week on 3D graphics & geometry, computer vision, and HCI/AR/VR through research papers, github repositories, & articles. Curated by @ddiakopoulos

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linkhttps://github.com/ddiakopoulos calendar_today17-12-2018 17:38:14

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Mean Squared Error - On Hiatus (@non_manifold) 's Twitter Profile Photo

Throughout 2021, this account will post a wildcard link on "Fun Friday." This week we start with a signals-focused deep-dive into the oscillator design of the classic Roland Juno-6 synthesizer from 1982 by Stargirl 🌠 blog.thea.codes/the-design-of-…

Throughout 2021, this account will post a wildcard link on "Fun Friday." This week we start with a signals-focused deep-dive into the oscillator design of the classic Roland Juno-6 synthesizer from 1982 by <a href="/theavalkyrie/">Stargirl 🌠</a> blog.thea.codes/the-design-of-…
Mean Squared Error - On Hiatus (@non_manifold) 's Twitter Profile Photo

Quality tetrahedral meshing is often needed for volumetric simulation. Yixin Hu et al present the fTetWild project, an open-source polygon-soup to tetrahedral mesh algorithm that performs robustly across imperfect inputs, a classically hard problem github.com/wildmeshing/fT…

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The NYT R&D Team (@nytimesrd) builds an interactive web experience that bring viewers through the capture, refinement, and annotation of high-quality "journalistic scenes" reconstructed with an offline photogrammetry process rd.nytimes.com/projects/recon…

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Unity Graphics Engineer Evgenii Golubev (Evgenii Golubev) offers a quantitative look at reverse Z-buffering, a widely adopted technique in modern rasterized engines to eliminate (or mitigate) float point depth buffer precision issues. zero-radiance.github.io/post/z-buffer/

Unity Graphics Engineer Evgenii Golubev (<a href="/zalbard/">Evgenii Golubev</a>) offers a quantitative look at reverse Z-buffering, a widely adopted technique in modern rasterized engines to eliminate (or mitigate) float point depth buffer precision issues. zero-radiance.github.io/post/z-buffer/
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For this week's wildcard Friday link, we highlight the Women in Graphics Research organization (WiGRAPH), a group of researchers offering networking and mentorship towards robust and inclusive representation of women in the field. wigraph.org

For this week's wildcard Friday link, we highlight the Women in Graphics Research organization (<a href="/wigraphorg/">WiGRAPH</a>), a group of researchers offering networking and mentorship towards robust and inclusive representation of women in the field. wigraph.org
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Visual programming languages (like Unreal's Blueprint) are commonplace in content toolchains. Ivan Reese (Ivan Reese) maintains a curated collection of visual programming resources, cataloging specific products & critical reflections on VPLs ivanish.ca/codex

Visual programming languages (like Unreal's Blueprint) are commonplace in content toolchains. Ivan Reese (<a href="/spiralganglion/">Ivan Reese</a>) maintains a curated collection of visual programming resources, cataloging specific products &amp; critical reflections on VPLs ivanish.ca/codex
Mean Squared Error - On Hiatus (@non_manifold) 's Twitter Profile Photo

Matt Pharr released a preview of the PBRT-v4 renderer on Github, a WIP look at the system described in the forthcoming 4th ed. of Physically Based Rendering. PBRT-v4 focuses on a unified pathtracing architecture inclusive of both CPU + GPU acceleration. github.com/mmp/pbrt-v4

Matt Pharr released a preview of the PBRT-v4 renderer on Github, a WIP look at the system described in the forthcoming 4th ed. of Physically Based Rendering. PBRT-v4 focuses on a unified pathtracing architecture inclusive of both CPU + GPU acceleration. github.com/mmp/pbrt-v4
Mean Squared Error - On Hiatus (@non_manifold) 's Twitter Profile Photo

Monte-Carlo Geometry Processing @ SIGGRAPH 2020 from Rohan Sawhney & Keenan Crane describes a new method to efficiently solve geometric PDEs (e.g. Laplace/Poisson kernels) on many types of boundary representations like polygon-soup or implicit surfaces. cs.cmu.edu/~kmcrane/Proje…

Monte-Carlo Geometry Processing @ SIGGRAPH 2020 from <a href="/rohansawhney1/">Rohan Sawhney</a> &amp; <a href="/keenanisalive/">Keenan Crane</a> describes a new method to efficiently solve geometric PDEs (e.g. Laplace/Poisson kernels) on many types of boundary representations like polygon-soup or implicit surfaces. cs.cmu.edu/~kmcrane/Proje…
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Fun Friday: an open-source virtual computer keyboard simulator with configurable layouts, languages, and color schemes resulting in a relaxing visual ASMR environment. keyboardsimulator.xyz

Fun Friday: an open-source virtual computer keyboard simulator with configurable layouts, languages, and color schemes resulting in a relaxing visual ASMR environment. keyboardsimulator.xyz
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Graphics programmer Simon Coenen (@simon_coenen) details the major render passes and pipeline decisions made in id Tech 7, the pure Vulkan renderer used in Doom Eternal simoncoenen.com/blog/programmi…

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Few mobile devices have a hardware depth camera, making monocular depth estimation an important component in popular computational photography apps. Google presents new open-source work that marries a typical SfM pipeline with a learning-based prior. github.com/facebookresear…

Mean Squared Error - On Hiatus (@non_manifold) 's Twitter Profile Photo

Mathematics Prof. Nick Higham (Nick Higham) writes a series of "What Is" articles that detail important concepts in numerical analysis & linalg. Not for an introductory audience, they cover topics like the generalized inverse, QR factorization, and much more. github.com/higham/what-is

Mathematics Prof. Nick Higham (<a href="/nhigham/">Nick Higham</a>) writes a series of "What Is" articles that detail important concepts in numerical analysis &amp; linalg. Not for an introductory audience, they cover topics like the generalized inverse, QR factorization, and much more. github.com/higham/what-is
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Eulearian? Lagrangian? 2D? Incompressible? LOD support? Foam? Spray? Deep? Shallow? Turbulent? Water simulation & rendering has a long history in computer graphics practice & theory. This page via @crest_ocean provides an index of helpful resources github.com/crest-ocean/wa…

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Fun Friday: Procedural City Generator is an open-source project by Keir that algorithmically models American-styled cities with a variety of rendering styles and export formats like png, heightmap, svg, and stl github.com/ProbableTrain/…

Fun Friday: Procedural City Generator is an open-source project by <a href="/probabletrain/">Keir</a> that algorithmically models American-styled cities with a variety of rendering styles and export formats like png, heightmap, svg, and stl github.com/ProbableTrain/…
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Bart Wronski (Bart Wronski 🇺🇦🇵🇸) writes on his experience working on titles like Witcher 2 + Far Cry 4. He highlights the challenges of integrating graphics algorithms while managing the complexity of pipeline integration, tooling, performance, and more. bartwronski.com/2020/12/27/why…

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Graphics engineer Björn Ottosson (Björn Ottosson - making Island Architect) proposes Oklab, a new perceptual color space that improves upon CIELAB by producing smoother color transitions between gradients and maintaining hue while boosting saturation. bottosson.github.io/posts/oklab/

Graphics engineer Björn Ottosson (<a href="/bjornornorn/">Björn Ottosson - making Island Architect</a>) proposes Oklab, a new perceptual color space that improves upon CIELAB by producing smoother color transitions between gradients and maintaining hue while boosting saturation. bottosson.github.io/posts/oklab/
Dimitri Diakopoulos (@ddiakopoulos) 's Twitter Profile Photo

✨New year and a new dream role on my team. I'm hiring for a Senior AR/VR UX Prototyper. Diverse backgrounds welcome. Onsite preferred but remote possible in select cities for exceptionally experienced folks. DMs open for additional questions! jobs.apple.com/en-us/details/…

✨New year and a new dream role on my team. I'm hiring for a Senior AR/VR UX Prototyper. Diverse backgrounds welcome. Onsite preferred but remote possible in select cities for exceptionally experienced folks. DMs open for additional questions! jobs.apple.com/en-us/details/…
miatang (@miamiamia0103) 's Twitter Profile Photo

To operate on large and complex meshes, we need data structures that are efficient and compact. Halfedge data structure is great for traversing the mesh by bringing in a new entity named halfedge. Here we look at some basics about the data structure.

To operate on large and complex meshes, we need data structures that are efficient and compact. Halfedge data structure is great for traversing the mesh by bringing in a new entity named halfedge. Here we look at some basics about the data structure.