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SniperJake945

@tearsofjake.bsky.social
290 followers 68 following 69 posts

Computer Graphics Investigator (CGI)

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Rune Skovbo Johansen @runevision.bsky.social · 30/03/2026
My erosion filter is out! Video, blog post, and shader source. It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks. Explainer video: www.youtube.com/watch?v=r4V2... Companion blog post: blog.runevision.com/2026/03/fast... #ProcGen #vfx #GameDev
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SniperJake945 @tearsofjake.bsky.social · 18/02/2026
VoroNERF is coming along better now that i fixed a huge bug with my Top K selection of sites! It's still not perfect of course, lots of bugs and stuff to fix. This is with 60k voronoi sites, using the 16 closest sites around any sampling position along the render rays.
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James Brown @ancient.bsky.social · 07/02/2026
"Animated Bokeh" has been on my whiteboard for a long time, and this is the result. I thought it would just be for cheesy novelty effects, but it also does lightfield manipulation that was cooler than I expected. www.youtube.com/watch?v=Kg_2...
youtube.com
Digital Iris
YouTube video by Ancient
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MOPs @motionoperators.com · 29/01/2026
My MOPs course on Houdini.School is now free! If you want a start to finish course on how (almost) everything works, plus the math background, you can watch it all here: www.houdini.school/courses/mops...
houdini.school
MOPs: Motion Operators for Houdini
This course provides an overview of the MOPs workflow and how it integrates with the rest of Houdini, shows concrete examples of how MOPs can be used in both motion graphics and visual effects workflo...
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SniperJake945 @tearsofjake.bsky.social · 25/01/2026
voronoi based NERF training isn't going incredibly well... 😂20k iterations with 80k voronoi sites takes about 10 hours to train. And it still looks dog water. Definitely need more sites and some better approach to accelerating sampling....
voronerf outputground truth lego from the back
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SniperJake945 @tearsofjake.bsky.social · 17/01/2026
Voronoi implicit but this time in 3d. It's not fully NERF mode yet, as I'm not doing any kind of sampling along rays, this is just trying to learn volumetric data. 30,000 Voronoi sites. Probably not enough for the pighead, but it's just a fun first test.
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SniperJake945 @tearsofjake.bsky.social · 10/01/2026
Lebronsketball 2
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SniperJake945 @tearsofjake.bsky.social · 10/01/2026
Lebronsketball 1
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SniperJake945 @tearsofjake.bsky.social · 10/01/2026
*morphs your cat*
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SniperJake945 @tearsofjake.bsky.social · 04/01/2026
Gaboronoi (top) vs Anisotropic Voronoi (bottom), with 5000 Sites. I feel like the anisotropic voronoi's artifacts are more aesthetically pleasing. Gaboronoi is faster to train by a lot! I've compiled all of my recent voronoi experiments into a collab: colab.research.google.com/github/jaker...
Gaboronoi (top) vs Anisotropic Voronoi (bottom)
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SniperJake945 @tearsofjake.bsky.social · 04/01/2026
I'm once again making neural implicits of my cats. This time we're back to the voronoi. Gabor noise style. We weight the result of the softmax at any site i by sin(F_i*(x_i-x_j)•u_i) where F_i is learned frequency and u_i is a learned anisotropy direction. I call it Gaboroni
cat neural implicitgaboronoi tesselation
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SniperJake945 @tearsofjake.bsky.social · 31/12/2025
Wanted to make a neural implicit that's just layers of anisotropic simplex noise. Turns out it works pretty well. With 24 layers of simplex noise each with a 96x96 texture of anisotropy data we can get this kind of result! It's not at all a good compression method but it's fun and cool :)
predicted catsground truth cats
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SniperJake945 @tearsofjake.bsky.social · 26/12/2025
I had the idea to incorporate anisotropy into the recent Spherical Voronoi paper. And when we apply their ideas to euclidean problems (not Spherical) the results are pretty great when anisotropy is used. This is 3000 anisotropic sites vs 3000 isotropic sites. Same learning rates for both
Learned anisotropic repLearned isotropic repAnisotropic voronoiIsotropic voronoi
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SniperJake945 @tearsofjake.bsky.social · 25/12/2025
Shockingly annoying to find the points of intersection between a plane and an AABB. Even when I know the plane passes through the center of the box. If anyone has a simple method for finding the exact distance to a plane clipped by a bounding box I'd be eternally grateful.
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Baptiste GENEST @baptiste-genest.bsky.social · 01/10/2025
Computing the exact bijection of the optimal transport (OT) problem between very large point sets is completely untractable… In our SIGGRAPH Asia 2025 paper: “BSP-OT: Sparse transport plans between discrete measures in log-linear time” we get one with typically 1% of error in a few seconds on CPU!
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SniperJake945 @tearsofjake.bsky.social · 12/12/2025
For the snow on the hedge maze in Zootopia 2, we cast rays upwards from each leaf and if it didn't collide with anything we instanced a snow chunk onto it. We made a few variants of the snow chunks to add extra variation.
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SniperJake945 @tearsofjake.bsky.social · 25/11/2025
my FX work alone required at least 1 quadrillion of the 3.7 quadrillion rays traced on Zootopia 2. This is FACTUAL and REAL. If you are a journalist, please cite this in your article.
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SniperJake945 @tearsofjake.bsky.social · 15/11/2025
my GOAT 🐐🐐🐐🐐
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Yining Karl Li @yiningkarlli.bsky.social · 10/08/2025
At 10am this morning at SIGGRAPH, my teammate Nathan Zeichner will be presenting our talk about a texture streaming system for Ptex on the GPU that we built for our in-house interactive pre-viz GPU path tracer; the talk is by Nathan, Mark Lee, and me. s2025.conference-schedule.org/presentation...
s2025.conference-schedule.org
Presentation - SIGGRAPH 2025 Conference Schedule
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SniperJake945 @tearsofjake.bsky.social · 29/07/2025
New at #SIGGRAPH2025: Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions. Find the paper and implementations here: github.com/jakericedesi...
Anisotropic perlin noise on Suzanne
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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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Daniel Holden @theorangeduck.bsky.social · 04/04/2025
Time for another long blog post... and today it's all about how we handle the temporal aspect of animation data. And more specifically, how to approach things from a signal processing perspective, covering up-sampling, down-sampling, and everything in-between. theorangeduck.com/page/filteri...
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Nicolas Bonneel @nbonneel.bsky.social · 05/05/2025
A thread on our new, also awesome, Siggraph paper "Linear-Time Transport with Rectified Flows", by K. Do, @dcoeurjo.bsky.social, P. Memari and me. Paper here: perso.liris.cnrs.fr/nicolas.bonn... Results in video: youtu.be/EcfKnSe6mhk
youtu.be
Linear-Time Transport with Rectified Flows
YouTube video by David Coeurjolly
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SniperJake945 @tearsofjake.bsky.social · 16/03/2025
How do I get the discover page to align more with my interests? I've tried following a bunch of people, but it still kinda just shows stuff based off whatever categories I clicked when I signed up...
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Matt Ebb @mattebb.com · 06/02/2025
I know it’s a bit uncool to linkedin-post on here but we’re hiring at work, I’ve been looking at quite a lot of showreels, so I wrote up some tips for making a great fx reel #vfx www.linkedin.com/pulse/creati...
linkedin.com
Creating a stand-out Effects reel
As a VFX artist, your showreel is one of the most important tools in the job search process. Whether you’re trying to break into the industry or looking for a new role, having a stand-out showreel can...
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SniperJake945 @tearsofjake.bsky.social · 04/01/2025
Distances to LP Voronoi Edges :) shadertoy.com/view/MXVyz1
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Morten Vassvik @vassvik.bsky.social · 09/12/2024
So what is the tiniest possible fluid simulation? Can we get anything interesting from a single cell? For this we'll be using a standard MAC grid, which means we'll represent horizontal velocities (red) on the vertical edges and vertical velocities (green) on the horizontal edges of each cell.
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SniperJake945 @tearsofjake.bsky.social · 18/12/2024
Distances to the boundary of voronoi in L4. shadertoy.com/view/lfKfWV Hopefully it doesn't crash webgl on your device! :)
vowonoi
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Yining Karl Li @yiningkarlli.bsky.social · 04/12/2024
Recordings for Graphics Programming Conference 2024 are now up. The lineup is packed with amazing talks ranging from rendering for games like Tiny Glade, Hades, and Baldur’s Gate 3, to even a talk on designing your own GPU! youtube.com/playlist?lis...
youtube.com
Graphics Programming Conference 2024 - YouTube
The Graphics Programming Conference is a three day event in November. We have keynotes from industry experts, presentations, and “masterclass” workshops with...
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SniperJake945 @tearsofjake.bsky.social · 26/11/2024
Is there a robust and fast way of finding the nearest point on a paraboloid of form: (x,y, f(x) + f(y)) where f() could be any range of convex functions, like x^2 or x^4? So like given a point (p0,p1,p2) minimize: (x - p0)^2 + (y-p1)^2 + ((f(x) + f(y)) - p2)^2 With respect to x and y.
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SniperJake945 @tearsofjake.bsky.social · 19/11/2024
is it normal to count as you walk up stairs?
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