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pltc

@pltc.bsky.social
572 followers 576 following 26 posts

plathc.github.io

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Matt Keeter @mattkeeter.com · 28/09/2026
hi friends I'm very excited to announce Halfspace, my experimental cross-platform IDE for solid modeling with distance fields! This has been in progress since midway through last year, and it's finally "done enough" to make it more public.
mattkeeter.com
Halfspace
An IDE for solid modelling with distance fields
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Inigo Quilez @iquilezles.bsky.social · 04/09/2026
Distorting space with sine functions #math
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Wenzel Jakob @wjakob.bsky.social · 17/08/2026
I'm excited to announce a first development release of nanobind 3.0. It introduces *split mode*, a new distribution model where a single Python wheel runs across all Python versions, while achieving outstanding performance and gaining rather than losing features! 🧵
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JCGT announcements @handle.invalid · 06/08/2026
Bjorn Vermeersch: Equal-Area and Quasi-Conformal Mappings between Squares, Discs and Fernández-Guasti Squircles jcgt.org/published/00...
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Romain Guy @romainguy.dev · 07/08/2026
Some things I enjoyed reading and watching this week. Maybe you will too. www.romainguy.dev/posts/2026/t...
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Jendrik Illner @jendrikillner.bsky.social · 06/08/2026
Graphics Programming weekly - Issue 449 - August 2nd, 2026 www.jendrikillner.com/post/graphic...
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Clément Canonne @ccanonne.github.io · 03/08/2026
FWIW, here are Terence Tao’s slides at the ICM on maths and AI:  teorth.github.io/tao-web/slid... @teorth.bsky.social (I am not endorsing nor criticizing the content, but this is a useful and thoughtful set of points and views in the discussion, from someone who has deeply engaged with the matter)
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Alex Mueller @lexdev.net · 03/08/2026
Slides are online! 😄
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Sebastian Lague @sebastianlague.bsky.social · 28/07/2026
Fell down the vulkan rabbit hole recently youtu.be/_JGMgpyCTsY
youtu.be
I Tried Coding my own Graphics Library
YouTube video by Sebastian Lague
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Bruno Levy @brunolevy01.bsky.social · 23/07/2026
Oops, I completely forgot to print my poster for the Q&A session after the SIGGRAPH presentation... Let us try to fix this...
my hand-drawn poster for SIGGRAPH
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Bruno Levy @brunolevy01.bsky.social · 17/07/2026
An effect of the heat wave in France ? No, getting ready with Cyprien Plateau-Holleville for our course at @acmsiggraph.bsky.social don't miss it ! Sunday, 9am to 12:15pm, room 408 B
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pltc @pltc.bsky.social · 16/07/2026
Packing my bag for #SIGGRAPH2026! @brunolevy01.bsky.social and I will be presenting our course on Optimal Transport for Fluid Simulation on Sunday July 19, 9am-12:15pm, Room 408B! Come say hi if you're around!
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Ahmed Mahmoud @ahdhn.bsky.social · 14/07/2026
Next week at #SIGGRAPH 2026, we'll present "Locality-Aware Automatic Differentiation on the GPU for Mesh-Based Computations," with Rahul Goel, Jonathan Ragan-Kelley, and @justinmsolomon.bsky.social . Talk: Mon., July 20, 2:50 PM, Room 403-B Paper: dl.acm.org/doi/10.1145/... More below (1/7):
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kyndinfo @kyndinfo.bsky.social · 28/06/2026
Smoothing スムージング [Math short write-up] www.kynd.info/writing/smoo...
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Meeting C++ @meetingcpp.bsky.social · 25/06/2026
CCCL Runtime: A Modern C++ Runtime for CUDA developer.nvidia.com/blog/cccl-ru... #cpp #cplusplus
developer.nvidia.com
CCCL Runtime: A Modern C++ Runtime for CUDA | NVIDIA Technical Blog
The NVIDIA CUDA Core Compute Libraries (CCCL) provides delightful and efficient abstractions for CUDA developers in C++ and Python. It features: This post introduces a new group of functionality in…
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jb @jbakergraphics.bsky.social · 17/06/2026
lens design is matching up very well with the diagram from the original design in Modern Optical Engineering - you can measure the focal length of a lens by passing collimated light through the front surface and seeing where it focuses
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Yining Karl Li @yiningkarlli.bsky.social · 17/06/2026
The program for DigiPro 2026 has been posted! There's a lot of great talks this year; I'm really looking forward to Alexey Stomakhin's talk on WetaFX's new fire solver/system. If you're familiar with Alexey's work, you already know it's going to be mind-blowing. digiproconf.org/program/
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Gabriel Peyré @gabrielpeyre.bsky.social · 16/06/2026
The alpha version of my new book "Optimal Transport for Machine Learners" is out, with in particular an online version with interactive figures www.gpeyre.com/ot4ml/
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pltc @pltc.bsky.social · 10/06/2026
😎
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Baptiste GENEST @baptiste-genest.bsky.social · 27/05/2026
When dealing with noisy and/or partial inputs to describe a shape, the standard approach in geometry processing is to reconstruct a clean implicit surface first, and to do geometry on it. But why this one in particular? What about all the other surfaces that would have been coherent with the input?
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Yining Karl Li @yiningkarlli.bsky.social · 25/05/2026
Here's a fun blog post about bytecode VMs in surprising places. Mildly hot take of mine: a bytecode VM in a GPU kernel is not as bad of an idea as one might think, and in some cases it can actually be the best solution. Fun examples in thread: (1/5) dubroy.com/blog/bytecod...
dubroy.com
Bytecode VMs in surprising places
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Bruno Levy @brunolevy01.bsky.social · 22/05/2026
Working with Cyprien Plateau-Holleville, Charles Dapogny, Edouard Oudet and Roya Mohayaee on shape optimization / partial optimal transport. A lot of work remains to do (in particular, Virtual Element method in 3D) Preprint (2D version) here: arxiv.org/abs/2409.07873
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Xavier Chermain @xavierchermain.bsky.social · 19/05/2026
Thrilled that our paper "AtomSlicer" was accepted to SIGGRAPH 2026! A 5-axis FFF slicer for constant-thickness field-aligned non-planar layers + continuous, collision-free toolpaths. Code is out: xavierchermain.github.io/publications... @univlorraine.bsky.social @cnrs.fr @labo-loria.bsky.social
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Tzu-Mao Li @tzumaoli.bsky.social · 17/05/2026
iveevi.github.io/rcgp/ Check out Venkat's work on a new graphics programming language on statically enforcing correctness of heterogeneous graphics programs (e.g., resources declared on host must match shaders at compile time). The compiler is open sourced and let us know if you have any comment!
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pltc @pltc.bsky.social · 15/05/2026
A set of very disciplined Voronoi seeds.
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Andrew Heiss @andrew.heiss.phd · 14/05/2026
The Tufte LaTeX class is pretty, but it hasn't been updated for years and doesn't work with well with Quarto/lualatex. But with #QuartoPub you can replicate it on your own in HTML/PDF with just a little bit of customization with CSS and some preamble-y things! github.com/andrewheiss/...
Screenshot of a chapter start page in a PDF with an old map of the world with a marginal caption and a marginal noteScreenshot of a page in a PDF with an image and a marginal caption, but everything's on the other side of the page because it's a versoScreenshot of an HTML start page with an old map of the world with a marginal caption and a marginal noteScreenshot of an HTML page with an image and a marginal caption
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Bruno Levy @brunolevy01.bsky.social · 13/05/2026
Plouf ! Our @eurographicsc.bsky.social course notes on Optimal Transport for Fluids, New and Old, with @pltc.bsky.social are out, here: diglib.eg.org/items/68a801...
a hand-drawn crown splash. Why ? Why not !
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Kevin Gibson @kevin-gibson.com · 03/05/2026
Inspired by @sebaaltonen.bsky.social's "No Graphics API", I've written a GPU pointer-centric bindless wrapper on Vulkan+Metal. Still in rough shape, but I've written about it here: www.kevin-gibson.com/blog/writing...
kevin-gibson.com
Writing a bindless GPU abstraction layer
Back in December 2025, Sebastian Aaltonen published a blog titled “No Graphics API” - it presented a great history of the evolution of GPU hardware, and gave an opinionated perspective on how we could...
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Bruno Levy @brunolevy01.bsky.social · 01/05/2026
Fun with semi-discrete Optimal Transport (getting ready for our course at Eurographics Conference next Monday and ACM SIGGRAPH in July with Cyprien Plateau-Holleville)
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Arseny Kapoulkine @zeux.io · 30/04/2026
New blog post! In "Quantizing tangent frames", we look at various established methods to represent tangent frames in the vertex data, squeeze a few variants into 32 bits per vertex and look at the resulting precision. zeux.io/2026/04/30/q... Share, like and subscribe!
zeux.io
Quantizing tangent frames
I’ve been working on tangent space generation recently, and also pondering the tradeoffs between QTangent and normal-angle storage. So when, in a completely unrelated discussion, someone said “you cou...
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Yining Karl Li @yiningkarlli.bsky.social · 29/04/2026
3DGS is fast to rasterize but bad for ray tracing, Radiant Foam is great for ray tracing but not good to rasterize; this paper promises a differentiable representation good for both. I haven't read the paper yet, but it's going straight to the top of the to-read pile! powerfoam.github.io
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Bruno Levy @brunolevy01.bsky.social · 28/04/2026
Preparing for our course "Optimal Transport Based fluid simulation: New and Old" with Cyprien Plateau-Holleville (EUROGRAPHICS and SIGGRAPH) 2D simulation of "droplet hurdles race" (De Maleprade et.al). Features high surface tension, viscosity and fluid boundary - domain interactions.
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Matt Keeter @mattkeeter.com · 27/04/2026
This is a great talk: www.youtube.com/watch?v=etGM... Two fun facts that I learned: - The Cycles render kernel can compile as any of C++17, CUDA, or HIP (from the same code, with lots of preprocessor macro magic) - Shaders are compiled to bytecode which is executed by a VM running on the GPU
youtube.com
Blender Cycles: architecture of a unified CPU/GPU path tracer
YouTube video by Graphics Programming Conference
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Markus Schütz @m-schuetz.bsky.social · 24/04/2026
New Paper🙂 Nanite has shown that small triangles can be rendered fast in compute, we're exploring how fast for large meshes with up to 18.9 billion triangles, without the need to precompute LOD structures. Paper: github.com/m-schuetz/Cu... Source: github.com/m-schuetz/Cu...
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pltc @pltc.bsky.social · 22/04/2026
Looking forward to see you in Aachen and/or Los Angeles!
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Pablo Zurita @pzurita.bsky.social · 05/03/2026
I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions. irradiance.ca/posts/micros...
Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.
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Kostas Anagnostou @kostasanagnostou.bsky.social · 19/04/2026
Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method jcgt.org/published/00...
jcgt.org
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Thibault Tricard @thibaulttricard.bsky.social · 18/04/2026
I spent the last few days implementing the fantastic curvenet pixar article : dl.acm.org/doi/epdf/10.... it's very cool to be able to animate meshs without having to paint animation weight A pain to implement though ^^
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Mike Turitzin @miketuritzin.bsky.social · 10/04/2026
At long last, the Teardown talk from the 2025 Graphics Programming Conference has been posted 🎉 youtube.com/watch?v=IM1D... (as well as another drop of some other great-looking stuff, check the channel)
youtube.com
Raytracing Voxels in Teardown and Beyond
YouTube video by Graphics Programming Conference
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grgrdvrt @grgrdvrt.bsky.social · 07/04/2026
If, like me, you wake up every morning wondering what the Voronoï diagram of arbitrary shapes looks like, here is the answer:
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The Forge Interactive @theforge.dev · 26/03/2026
🔔 We’re #Hiring! The Forge Interactive is looking for Graphics Programmers and Interns to join our team! 🌐 Apply on LinkedIn: The Forge Interactive, Inc. #GraphicsProgramming #Intern #GameDevCareers #OpenRole
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Bruno Levy @brunolevy01.bsky.social · 20/03/2026
Preparing with @pltc.bsky.social our course on Optimal Transport for @eurographicsc.bsky.social He created a hands-on experience in Python, from Laguerre diagrams to semi-discrete OT, from simple bouncing balls to incompressible Euler fluid simulator. Looking forward to see you in Aachen !
An unreadable overview of our course on Optimal Transport and fluid simulation for Eurographics
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ceruleite.bsky.social @ceruleite.bsky.social · 19/03/2026
Four weeks to the EGSR papers deadline! (I'm so excited to be on the Program Committee this year - cannot wait to see all the amazing papers submitted!) So - submit away! Important dates: Abstracts deadline: 4/8 Papers deadline: 4/15 Submit your work, and join in Bordeaux! egsr2026.inria.fr
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Bruno Levy @brunolevy01.bsky.social · 19/03/2026
- You are curious about Optimal Transport ? - You'd like to know what is "Semi-Discrete" ? - You'd like to know how it helps computational cosmology ? Short version of the story: github.com/BrunoLevy/Gr... P.S. post-doc position available very soon, stay tuned (or DM me if you can't wait).
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Viacheslav Borovitskiy @vabor112.bsky.social · 12/03/2026
Happy to share a major milestone: after years of development, we are officially launching Version 1.0 of the GeometricKernels library! To top it off, our accompanying paper has just been published in JMLR (MLOSS)! 🎉 github.com/geometric-ke...
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Nathan Reed @reedbeta.bsky.social · 10/03/2026
My team just open-sourced our internal implementation of the OpenPBR BSDF from our path tracer: 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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Amini Allight @amini-allight.org · 07/03/2026
Wrote up an article about how I ended up tackling this problem from January (spoiler: I gave up on barriers), might be useful to somebody out there learning Vulkan for compute amini-allight.org/post/dispatc...
amini-allight.org
Dispatching Hundreds of Thousands of Compute Tasks
How to performantly dispatch hundreds of thousands of double-buffered compute operations.
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Chloé Woitier @chloew.bsky.social · 05/03/2026
Le Prix d'Honneur revient à Omar Cornut, créateur du logiciel open source ImGui qui est utilisé par toute l'industrie du jeu vidéo
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MAK @makramd.bsky.social · 04/03/2026
Ray Tracing using HIP arxiv.org/abs/2603.00292
arxiv.org
Ray Tracing using HIP
In this technical report, we introduce the basics of ray tracing and explain how to accelerate the computation of the rendering algorithm in HIP. We also show how to use a HIP ray tracing framework - ...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 21/02/2026
Continuing the adventures in neural networks, investigating how they can be hardware accelerated using Cooperative Vectors in HLSL, achieving impressive speedups. interplayoflight.wordpress.com/2026/02/21/a...
interplayoflight.wordpress.com
Adventures in Neural Rendering part 2: Cooperative vectors
In the previous blog post we discussed a few potential neural network (MLP) applications in rendering and one of the conclusions was that although easy to implement, inference cost can be quite hig…
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