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Tuan Kuranes

@tuankuranes.eurosky.social
1.6K followers 4.3K following 41 posts

cpu, gpu : Freelancing Ex: @sketchfab @fab @epicgames Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs Only cpu/gpu/dev/gamdev/vfx content

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Tuan Kuranes @tuankuranes.eurosky.social · 15/05/2025
Axis-Normalized Ray-Box Intersection "By transforming the ray we eliminate the need for one third of the traditional bounding-slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%" graphics.tu-bs.de/publications...
Left. The dominant axis is x.
We first translate the ray along its direction vector such that the
transformed ray’s origin o coincides with the subspace spanned by
the other, non-dominant axes (only y in this 2D-example). Scaling
the direction vector by 1/dx the x-component of the transformed
ray’s direction d becomes 1. Now the intersection ray parameter
with the near and far plane along the x-axis directly corresponds
to the bounding box coordinates bminX and bmaxX without any further computations required
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Tuan Kuranes @tuankuranes.eurosky.social · 27/03/2025
A "new" one is "BBox sah" of "Fast triangle pairing for ray tracing" www.highperformancegraphics.org/posters23/Fa...
Poster describin how the pairing work as improvement of the sah as BBox sah, rough steps of  the construction and perfs improvements
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Tuan Kuranes @tuankuranes.eurosky.social · 19/12/2024
A contact solver for physics-based simulations involving 👚 shells, 🪵 solids and 🪢 rods github.com/st-tech/ppf-...
Five cylindrical shells are individually twisted and bundled together (A), A single woven cylinder is twisted forming intricate buckles (B), A set of
lengthy strands are poured into a bowl (C), Fluttering ribbons are poured into a bowl followed by a strong impact from a falling sphere (D), A fishing knot is
tightened (E), Eight squishy hairy balls are compressed and released (F), A house of cards collapses with a gentle touch by a rolling sphere (G), Ten sheets are
smashed onto the ground by a fast falling heavy sphere (H). Peak contact counts are 168.35 million (A), 17.59 million (D), 6.49 million (C), 6.04 million (B), 5.63
million (H), 2.89 million (F). Average time per video frame is 194s (A), 745s (B), 247s (C), 184s (D), 3.30s (E), 196s (F), 5.04s (G), 77.35s (H).
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Tuan Kuranes @tuankuranes.eurosky.social · 15/12/2024
Data Parallel Path Tracing in Object Space blog post ingowald.blog/2024/12/13/n... paper arxiv.org/pdf/2204.10170
Results pictures and render time resulting from the paper  Data Parallel Path Tracing in Object Space, emphasing the good results, here the  PBRT landscape: max 3.7 GB GPU usage, 6.2 FPS (1 path/pixel) and the Disney Moana island: max 25 GB GPU usage, 7.9 FP
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