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Jose L. Hidalgo retweeted
Replying to @zeuxcg
Remesher has an online demo; I use it for development and testing so I haven't spent much time on polish :) This is remesh → simplify → unwrap → retexture from release notes, unwrapping powered by xatlas and retexture powered by three-mesh-bvh ❤️

meshoptimizer.org/demo/remesh.ht…
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Jose L. Hidalgo retweeted
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated!

Project started 10 years ago; excited for the years to come!

github.com/zeux/meshoptim…
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bsky.app/profile/pplux.…

Minimal WGPU Native demos update
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Jose L. Hidalgo retweeted
I wrote a thing...
"10 years of Dear ImGui" (long post) 🎉
github.com/ocornut/imgui/…
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@FlohOfWoe @WebGPU Definitely, I tried doing the NOAPI myself for mac, but my naïve approach did not pan out... and turns out, even with the METAL support enabled, everything worked fined (it doesn't mean it's correct, just... no crash crash).
I will be very happy to update it with a proper NOAPI
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I tried @WebGPU on native a couple of years ago, and needed to refresh it a bit, so I built a minimal tiny example:

github.com/pplux/minimal-…

It uses @FlohOfWoe amazing sokol_app for the window and github.com/gfx-rs/wgpu-na… for the backend.
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Jose L. Hidalgo retweeted
I’m gonna give 10 random people that repost this and follow me $25,000 for fun (the $250,000 my X video made)

I’ll pick the winners in 72 hours
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Replying to @pepephone
@pepephone Una pregunta! actualmente los GB no consumidos se acumulan para el mes siguiente. Desaparece esto al compartir GB? Es decir, si somos dos con 109GB, y en un mes hemos consumido 18GB en total, el mes siguiente la bolsa es de 200 + 218 entre los dos?
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Jose L. Hidalgo retweeted
dear imgui 1.90.1 released
github.com/ocornut/imgui/…
30+ fixes/improvements & new debug break tools
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Jose L. Hidalgo retweeted
To all my friends at Mediatonic, I’m extremely heartbroken and overwhelmed by the news. At 2K we’re currently hiring for some roles so please DM me.
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Replying to @reduzio
@reduzio The best part of ECS is not just the DOD approach, but the extremely easy framework for parallelism. You can have a bunch of systems, and by looking at the queries the make, know how to execute them all in parallel without data races. That's for me the best part of a proper ECS.
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Replying to @ocornut
@ocornut Sometimes I think I see DearImGui in the wild

youtu.be/dCXu8Ju_fdY?t=…

cc @smartereveryday
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Jose L. Hidalgo retweeted
Bent Normals for Signed Distance Field
shadertoy.com/view/dtsfzS
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Jose L. Hidalgo retweeted
I've updated my open source BRDF implementation (brdf.h) to v 1.2 - adding new VNDF sampling using spherical caps by Dupuy & Benyoub, reflectance parameter and more improvements. Grab it on GitHub here: github.com/boksajak/brdf.

Original blog post is here: boksajak.github.io/blog/BRDF
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Jose L. Hidalgo retweeted
Valve artist @rich_lord gave a great talk at SIGGRAPH HIVE 2023 that every rendering dev should watch. Tons of inspirational moments for shader development. The fractal sequence starting 29 minutes in is impressive. youtu.be/R-S9d-qFRHM?si…
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Jose L. Hidalgo retweeted
Simplified explanation of gaussian splatting for gfx engineers:

You render all surfaces as stretched alpha blended point sprites. Sprites have gaussian blurred sphere texture.

No triangles, just could of point sprites. It's like the old demoscene approach on steroids :)
NeRFs had a good run.

But 3DGS (Gaussian Splatting) now beats them in most respects:

- higher quality
- faster training
- real-time renderable
- initializable from SfM
- easier to understand/implement
- composable w. traditional pipelines
- smaller, interpretable representation
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Jose L. Hidalgo retweeted
Replying to @knarkowicz
@knarkowicz Screen space shadows code by Graham Aldridge:
bendstudio.com/siggraph
Phantastic work released under Apache-2.0
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Jose L. Hidalgo retweeted
Epic Games Store launched in 2018 with an 88% / 12% revenue split. Now developers can also choose a new option: launch your PC game on EGS first for 6 months for a 100% / 0% revenue split. Devs earn more money, Epic reaches new customers, everyone wins.

theverge.com/2023/8/23/2384…
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Jose L. Hidalgo retweeted
Another shadertoy thing: how to use shader derivatives to draw fixed-width lines using 2D curve equations as an example.

shadertoy.com/view/mlXBRr
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Jose L. Hidalgo retweeted
Finally, I'm rendering an SDF scene with splats for the first time. The shader that I used to voxelize is now generating a list of splats containing world positions, colors, and normals. A splats counter is increased and later used in a draw indirect call. #OpenGL #Graphics #GFX
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