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Dimitri Diakopoulos

@ddiakopoulos.bsky.social
602 followers 294 following 26 posts

I make stuff sometimes! when i’m not blacksmithing, i shepard a research engineering team at apple

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Reposted by Dimitri Diakopoulos
Arseny Kapoulkine @zeux.io · 30/06/2026
meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt...
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Automattic @automattic.com · 22/05/2026
Our latest dev/ai/nyc did not disappoint. Digital art pioneer @roberthodgin.bsky.social and design co-lead Pablo Honey sat down for an unfiltered conversation on creativity in the age of AI. Couldn't make it to our NoHo Space? Watch the full conversation below. 🎬👇
youtu.be
"The Ideas Will Always Matter" — Robert Hodgin on Art, AI & 20 Years of Creative Coding | dev/ai/nyc
YouTube video by Automattic
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Yuezhi Yang @yyuezhi.bsky.social · 10/03/2026
Excited to share our new work at CVPR 2026: Learning Convex Decomposition via Feature Fields. We introduce the first feedforward openworld model that generates high-quality convex decompositions for any 3D shapes in seconds, enabling faster simulation. Project: research.nvidia.com/labs/sil/pro...
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Yining Karl Li @yiningkarlli.bsky.social · 09/03/2026
Adobe just released an Apache-2.0 licensed reference implementation of the OpenPBR Surface standard, extracted from their in-house Eclair renderer. Neat trick: the reference implementation cross-compiles for C++, GLSL, Cuda, Metal, and Slang! github.com/adobe/openpb...
github.com
GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF
Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf
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Pavel @spavel.bsky.social · 24/02/2026
Tech Company: At long last, we have created the Torment Nexus from classic sci-fi novel Don't Create The Torment Nexus. FOSS nerds: the Torment Nexus cannot be ethical until it is Open Source
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Alan Wolfe @demofox.bsky.social · 12/02/2026
Hey All, I made a header only C++ library (MIT) where line of code inits, then you can start writing to pixels on the screen. I call it thirteen.h, inspired by the simplicity of the 13h days. Examples include a mandelbrot viewer and a playable mine sweeper game. github.com/Atrix256/Thi...
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Alex Blechman @alexblechman.bsky.social · 14/02/2026
Within 18 months all white collar workers could be replaced by a 1km sphere of flesh in Central Park
A giant sphere of flesh in Central Park towering over the city like a big gross meatball. This was made by redditor kiwi2703 to show what it would look like if you combined every human on Earth into a ball, and it’s clearly a bad idea
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Nadieh Bremer @nadiehbremer.com · 12/02/2026
📣 NEW! I’ve just released the BIGGEST and perhaps most creative project I’ve ever worked on! “Searching for Birds” searchingforbirds.visualcinnamon.com 🐤 A project, an article, an exploration that dives into the data that connects humans with birds, by looking at how we search for birds.
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Ignacio Castano @icastano.bsky.social · 05/02/2026
While working on spark.js, I realized that common normal map compression formats weren’t supported in popular frameworks like three.js. I added the necessary support to three.js and wrote an article to shed some light on the topic: ludicon.com/castano/blog... #webgpu #webgl #threejs #sparkjs
ludicon.com
Normal Map Compression Revisited – Ignacio Castaño
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Inigo Quilez @iquilezles.bsky.social · 01/02/2026
I've found this cute approximation for arctan(x). I'm not suggesting you should use it, all I'm saying is it's cute.
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Ryan Schmidt @rms80.bsky.social · 13/01/2026
Hey I made a new thing - it's called Gradientspace Graph, and it's a C#-based NodeGraph Programming system that also supports inline C# and Python "Code Nodes". The NodeGraph Engine is MIT Open-Source and the Editor is Free. More details here: www.gradientspace.com/tutorials/20...
gradientspace.com
Gradientspace Graph Beta — gradientspace
I have released an initial version of Gradientspace Graph (GSGraph), a new C#-based NodeGraph Programming environment that also supports inline text-coding in C# and Python (and LLM-based CodeNode gen...
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Sebastian Aaltonen @sebaaltonen.bsky.social · 16/12/2025
My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
sebastianaaltonen.com
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
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Cem Yuksel @cemyuksel.com · 11/12/2025
A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page: graphics.cs.utah.edu/teapot/
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Julien Dorra @juliendorra.com · 22/10/2025
MacPaint is a key step in the history of UX (and visual design!) I built a super simple way to use MacPaint 1.0 in workshops and lectures. Try it: juliendorra.com/macintosh/
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Blair Neal @laserpilot.bsky.social · 17/10/2025
Sharing a little pen plotter calibration tool made with Claude laserpilot.github.io/Pen-Plotter-... Code on GitHub. Meant to let me figure out just how close and fine I can get certain pen tips for fine drawings. (Cc @golan.bsky.social if this is useful for any students)
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Mark Boss @markboss.bsky.social · 02/10/2025
Happy to announce: ReSWD. Sliced Wasserstein Distances are quite powerful, but they perform a Monte Carlo (MC) integration (over random directions). During an optimization this can lead to noisy gradients due to variance. Project page: reservoirswd.github.io
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Shlomi Steinberg @ssteinberg.xyz · 30/08/2025
wave_tracer 0.1 released wavetracer.dev wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
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Dimitri Diakopoulos @ddiakopoulos.bsky.social · 28/08/2025
Everyone please follow this bot. It genuinely makes me chuckle at least once a day. I’d play the videogame!
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Arseny Kapoulkine @zeux.io · 20/08/2025
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
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Joe Kider @hepcatjk.bsky.social · 15/08/2025
Choosing the right colormap is tricky, too often, they hide subtle details or distort the data. Our new method transforms colormaps to boost local contrast and reveal just noticeable differences, all while keeping the visualization perceptually accurate and accessible. dl.acm.org/doi/10.1145/...
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Wenzel Jakob @wjakob.bsky.social · 07/08/2025
Methods like NeRF and Gaussian Splats model the world as radioactive fog, rendered using alpha blending. This produces great results.. but are volumes the only way to get there?🤔 Our new SIGGRAPH'25 paper directly reconstructs surfaces without heuristics or regularizers.
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Etienne Jacob @bleuje.com · 03/08/2025
A webpage for an interactive shader animation: bleuje.com/js_sketches/...
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Yining Karl Li @yiningkarlli.bsky.social · 28/07/2025
One of my coworkers, @tearsofjake.bsky.social, has a talk at SIGGRAPH this year about this really cool steerable perlin noise technique that was used on Moana 2. He's just posted some handy reference implementations for Houdini, Unity, Godot, and Blender; check it out! github.com/jakericedesi...
github.com
GitHub - jakericedesigns/SteerablePerlinNoise: Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025
Implementations of "Steerable Perlin Noise" as presented at Siggraph 2025 - jakericedesigns/SteerablePerlinNoise
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Tim Mitra ᯅ 🇨🇦🇺🇦 @timmitra.bsky.social · 27/07/2025
Here are the visionOS resources you've been looking for. Well some of them anyway. Just added @vrhermit.com's Getting Started With Widgets. github.com/timmitra/vis...
github.com
GitHub - timmitra/visionosresources: My collection of interesting visionOS code and resources
My collection of interesting visionOS code and resources - timmitra/visionosresources
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Golan Levin @golan.bsky.social · 25/07/2025
We present a simplified, p5.js version of the vocal tract synthesizer from Neil Thapen's popular Pink Trombone, adapted for use in a creative coding assignment concerned with interaction design and absurd puppeteering. Interactive: editor.p5js.org/golan/sketch... Writeup: github.com/golanlevin/6...
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Etienne Jacob @bleuje.com · 13/07/2025
I wrote this article explaining algorithms for physarum-style simulations bleuje.com/physarum-exp...
bleuje.com
Algorithms for making interesting organic simulations
Article explaining simulation algorithms that produce complex organic behaviours, starting with the classic physarum algorithm from Jeff Jones.
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Dimitri Diakopoulos @ddiakopoulos.bsky.social · 20/06/2025
I need (want) a 500k CNC machine but the economics of a hobby owner simply don’t work. Need something like a makerspace where the membership signup fee is like 50k.
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Phillip Isola @phillipisola.bsky.social · 15/06/2025
Our computer vision textbook is now available for free online here: visionbook.mit.edu We are working on adding some interactive components like search and (beta) integration with LLMs. Hope this is useful and feel free to submit Github issues to help us improve the text!
visionbook.mit.edu
Foundations of Computer Vision
The print version was published by
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Paul Prudence @mrprudence.bsky.social · 08/04/2025
Phycomyces nitens - Hugo de Vries, 1879 From the The Art of Knowledge: Educational Botanical Wall Charts collection geheugen.delpher.nl/en
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Bruno Levy @brunolevy01.bsky.social · 13/06/2025
Mesh intersections is hard ! Three years of agonizing pain summarized in my article that just got accepted to ACM Transactions on Graphics dl.acm.org/doi/10.1145/... The implementation and the expansion-based arithmetic kernel are available in geogram: github.com/BrunoLevy/ge...
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Valentin Deschaintre @vdeschaintre.bsky.social · 12/06/2025
⭐ Image editing without paired data, delivering on the promise of RGB<->X! Edit in Intrinsic space, get back your image with the desired modification! The method is quite fun too, conditional token optimization and noise inversion.
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Kenny.wtf @kenny.wtf · 09/06/2025
This blog is a miracle for terrain nerds frozenfractal.com/blog/2025/6/...
frozenfractal.com
Around The World, Part 23: Hydraulic erosion
As I mentioned last time, I’m currently working on a full rewrite of the game, with a focus on building a solid technical foundation first. But because much of that is boring work, I allowed myself a ...
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Ryan Schmidt @rms80.bsky.social · 11/06/2025
Gave up on trying to sell my Unreal Engine plugin, it's free now if you happen to want to 3D-paint textures in the Editor, or make things out of little grids-of-shapes: www.fab.com/listings/058...
fab.com
Gradientspace Toolbox
Gradientspace Toolbox provides a suite of in-Editor Tools to improve content-creation workflows. Find our Tools in the Gradientspace tab in Modeling Mode! For more information and video demonstrations...
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Golan Levin @golan.bsky.social · 11/06/2025
Feeling nostalgic for vacuum fluorescent displays of my youth, I've added p5.js implementations of 7, 14, and 16-segment procedural typefaces to my archive of p5-single-line-font-resources: github.com/golanlevin/p...
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Stephen Hill @selfshadow.com · 10/06/2025
The SIGGRAPH Physically Based Shading course is back this year: blog.selfshadow.com/publications...
blog.selfshadow.com
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
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Selena Ling @selenaling.bsky.social · 10/06/2025
Our #SGP25 work studies a simple and effective way to uniformly sample implicit surfaces by casting rays. (1/9) “Uniform Sampling of Surfaces by Casting Rays” w/ @abhishekmadan.bsky.social @nmwsharp.bsky.social and Alec Jacobson
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Nicholas Sharp @nmwsharp.bsky.social · 03/06/2025
Selena's #Siggraph25 work found a simple, nearly one-line change that greatly eases neural field optimization for a wide variety of existing representations. “Stochastic Preconditioning for Neural Field Optimization” by Selena Ling, Merlin Nimier-David, Alec Jacobson, & me.
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Fabien Sanglard @fabinou.bsky.social · 18/05/2025
I wrote about my retro winter adventure where I built my childhood dream PC fabiensanglard.net/2168.
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Jiayin Cao @jiayincao.bsky.social · 10/05/2025
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/unders...
agraphicsguynotes.com
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...
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Marc B. Reynolds @marc-b-reynolds.bsky.social · 09/05/2025
Stefan Gustavson has put out an open access book on procgen textures. liu.diva-portal.org/smash/record... github.com/stegu/noisei...
liu.diva-portal.org
Noise is Beautiful: Part 1: Procedural textures
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Mark Pauly @markpauly.bsky.social · 02/05/2025
Please share widely: The EPFL Geometry Computing Laboratory is launching its third call for an Artist / Designer Residency for the fall of 2025! More information on how to apply here: www.epfl.ch/labs/gcm/ope... #design #art #residency #research
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Angus Johnston @angus.bsky.social · 19/04/2025
Five people—three researchers and two test subjects—have just seen a color no human has ever seen before.
scientificamerican.com
Only Five People Have Seen This New Impossible Color
Researchers discover a new color outside the range of human color vision, but you have to laser your retinas to see it
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Jon Barron @jonbarron.bsky.social · 08/04/2025
A thread of thoughts on radiance fields, from my keynote at 3DV: Radiance fields have had 3 distinct generations. First was NeRF: just posenc and a tiny MLP. This was slow to train but worked really well, and it was unusually compressed --- The NeRF was smaller than the images.
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John Maeda @johnmaeda.bsky.social · 08/04/2025
Simplicity and Agentic Experience johnmaeda.medium.com/simplicity-a...
johnmaeda.medium.com
Simplicity and Agentic Experience (AX)
We find ourselves these days at a fascinating intersection where simplicity and agency are converging. As I’ve explored in my previous work…
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Dimitri Diakopoulos @ddiakopoulos.bsky.social · 06/04/2025
To defeat your enemy, you must know them. Bloodwood inlay on hard maple.
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Dimitri Diakopoulos @ddiakopoulos.bsky.social · 04/04/2025
Really love Daniel’s deep dives. Hits all the major notes: clearly written problem statement, excellent visualizations, and accessible solutions in code.
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Dimitri Diakopoulos @ddiakopoulos.bsky.social · 01/04/2025
From bits to atoms
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Dimitri Diakopoulos @ddiakopoulos.bsky.social · 23/03/2025
I’ve been collecting bits of hardwood (mostly neighborhood fruit trees that folks trim) and so finally i’m doing something with it. i probably have enough material for 4000 tiny spoons
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Ryan Schmidt @rms80.bsky.social · 03/12/2024
whaaaat www.reddit.com/r/UnrealEngi...
reddit.com
What can be done with Geometry Scripts? (Blacksmith Game)
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Dimitri Diakopoulos @ddiakopoulos.bsky.social · 25/11/2024
Is anyone familiar with the concept of a shower spider?
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