The new Witcher 4 UE5.6 tech demo that was shown today is the most amazing realtime tech demo I've seen yet. Nanite Foliage is particularly impressive- I've always liked the idea of voxel-based LOD and this is the best implementation I've ever seen!
The new Witcher 4 UE5.6 tech demo that was shown today is the most amazing realtime tech demo I've seen yet. Nanite Foliage is particularly impressive- I've always liked the idea of voxel-based LOD and this is the best implementation I've ever seen!
Distinguished Educator Glenn Goldman [email protected] For pioneering work and providing opportunities to the academic and professional communities in computer graphics and interactive techniques in architecture and design. Distinguished Artist Frieder […]
meshoptimizer 0.22 is out! Featuring significant improvements to simplifier (attribute simplification, fewer topology restrictions, component pruning), new provoking vertex algorithm (thanks to John Hable), clusterization improvements & gltfpack size optimizations.
Thanks to Valve for sponsoring most of the work on the core library in this release!
GH stars / boosts welcome as usual ;)
GitHub release link: https://github.com/zeux/meshoptimizer/releases/tag/v0.22
There has NEVER been paper at #SIGGRAPH on Black, Afro-textured hair in its entire 50 year history.
UNTIL NOW.
We introduce CURLY-CUE: GEOMETRIC METHODS FOR HIGHLY COILED HAIR. When you STOP assuming straight hair is a universal baseline, lots of new science opens up.
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AMD's Advanced Rendering Research Group just posted four(!!) HPG 2024 paper preprints on their publications page. At HPG this year they have papers on:
1. Their HIPRT ray tracing framework
2. A fast clustered BVH builder
3. A lossless geometry compression format
4. A real-time procedural generation method using work graphs.
Cool stuff!
@armansito and I have been working for many months on a paper, GPU-Friendly Stroke Expansion. We're pleased to say it's been accepted to HPG 2024, and we'll present it July 26 in Denver.
A revised draft is at https://arxiv.org/abs/2405.00127. There's a lot of stuff in there, both math for the geometry of curves and GPU implementation techniques. We'll have some more material as we get closer to the conference and put together the talk.
Vector graphics includes both filled and stroked paths as the main primitives. While there are many techniques for rendering filled paths on GPU, stroked paths have proved more elusive. This paper presents a technique for performing stroke expansion, namely the generation of the outline representing the stroke of the given input path. Stroke expansion is a global problem, with challenging constraints on continuity and correctness. Nonetheless, we implement it using a fully parallel algorithm suitable for execution in a GPU compute shader, with minimal preprocessing. The output of our method can be either line or circular arc segments, both of which are well suited to GPU rendering, and the number of segments is minimal. We introduce several novel techniques, including an encoding of vector graphics primitives suitable for parallel processing, and an Euler spiral based method for computing approximations to parallel curves and evolutes.
A major project I've been working on for many months is rendering vector graphics strokes on GPU. @armansito and I recently wrote a paper on our techniques, and it's now available on arXiv (and also submitted to a relevant conference): https://arxiv.org/abs/2405.00127
There's accompanying code and some more resources in the repo: https://github.com/linebender/gpu-stroke-expansion-paper. And of course there's the implementation in Vello.
I'm very proud of this work. Fingers crossed the paper gets accepted.
Vector graphics includes both filled and stroked paths as the main primitives. While there are many techniques for rendering filled paths on GPU, stroked paths have proved more elusive. This paper presents a technique for performing stroke expansion, namely the generation of the outline representing the stroke of the given input path. Stroke expansion is a global problem, with challenging constraints on continuity and correctness. Nonetheless, we implement it using a fully parallel algorithm suitable for execution in a GPU compute shader, with minimal preprocessing. The output of our method can be either line or circular arc segments, both of which are well suited to GPU rendering, and the number of segments is minimal. We introduce several novel techniques, including an encoding of vector graphics primitives suitable for parallel processing, and an Euler spiral based method for computing approximations to parallel curves and evolutes.