Reposted by turtlespookAlan Wolfe @demofox.bsky.social · 03/10/2026The Double Headed Stack Allocator New blog post! blog.demofox.org/2026/10/03/t... 25314
Reposted by turtlespookKostas Anagnostou @kostasanagnostou.bsky.social · 01/10/2026"Fast blur with animated radius", examines various blurring techniques with an emphasis on varying blur radius and non-uniform horizontal & vertical blur. Includes WebGPU sample to showcase the techniques. aras-p.info/blog/2026/10...aras-p.infoFast blur with animated radius · Aras' website 0247
Reposted by turtlespookMatt Keeter @mattkeeter.com · 28/09/2026hi 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.comHalfspaceAn IDE for solid modelling with distance fields 520748
Reposted by turtlespookTom Forsyth @tomforsyth.bsky.social · 28/09/2026DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...youtu.beDASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes versionYouTube video by Tom Forsyth 1423175
Reposted by turtlespookKetan Joshi @ketanjoshi.co · 26/09/2026I feel like one of the most radical, best and most rebelliously good things you can do right now in the informational online space is just....give people credit, love, support and shoutouts. Even if they just inspired you or prodded a thought you built on, name them and thank them loudly. 9676213
Reposted by turtlespookBaptiste GENEST @baptiste-genest.bsky.social · 26/09/2026As graphics researchers or geometry teachers, we speak about 3D using screenshots, and that's just sad... What if you could make SLides on top of PolyscOPE? You can using SLOPE! Slope allows you to synchronize a 3D viewer, animated meshes, shaders, live demos, equations (& more) with your slides! 23912
turtlespook @turtlespook.bsky.social · 26/09/2026always happy to see new voxel meshing algorithms in the wild! Do you do anything special to preserve sharp edges and corners a la dual contouring? 100
turtlespook @turtlespook.bsky.social · 22/09/2026yeah, i have it bookmarked and it’s been like that for the past few months :( (good thing the internet archive version is still there) 010
Reposted by turtlespookJMS55 @jms5517.bsky.social · 18/09/2026New blog post! Go read about making ReSTIR better, killing ReSTIR, improving denoising, and more! jms55.github.io/posts/2026-0... 14515
Reposted by turtlespookDominic Tarason @dominictarason.com · 17/09/2026The Message From Deep Space is such a smart puzzle game. Slowly figure out how to communicate with aliens, starting with basic math concepts and building up from there.steamhype.comBecome Earth's First Xeno-Linguist in Sci-Fi Puzzler The Message from Deep SpaceHere's my number, so call me maybe? 212429
Reposted by turtlespookGodot Engine @godotengine.org · 15/09/2026From the outside, rendering optimization can look a little bit like black magic. That's why @clayjohn.bsky.social, lead maintainer of the rendering team, is here to show a few examples of some optimizations from this year to highlight that optimizing rendering code isn’t as scary as it sounds.godotengine.orgOptimizing CPU-side Rendering Code – Godot EngineOptimizing CPU code is a lot of fun. Here’s how we do it 327941
Reposted by turtlespookAdriaan @adriaan.games · 16/09/2026We optimized draw calls by 99% (lol) in Hidden Folks 2 by writing some tools to find all textures used in a level, generate a level-specific atlas, and replace individual texture references with atlas textures. Thread below 🧵👇🏼 #godotengine 1351578
turtlespook @turtlespook.bsky.social · 12/09/2026these companies were never your friends, and the ideology they proliferate through their tech is self-evidently not compatible with a kind and decent society why do people keep falling for the promise of ~infinite productivity~ at the expense of, well, everything else that make a thing worth doing? 000
turtlespook @turtlespook.bsky.social · 12/09/2026it’s cold comfort to artists, musicians, writers, and all the other communities ravaged by AI co’s, but i’m glad that at least some part of STEM is growing a backbone and asserting its values technology is meant to serve people - how we use it is a choice. none of this is necessary or inevitable 110
turtlespook @turtlespook.bsky.social · 10/09/2026GOOD MORNING MINTO!!! (pardon the enthusiasm it’s been awhile) 010
Reposted by turtlespookMinovsky @minovskyarticle.bsky.social · 08/09/2026Go outside and look for lizards while it's still hot out. 46917
Reposted by turtlespookGro-Tsen @gro-tsen.bsky.social · 20/07/2026Let me expand upon this 🔽 and say something about AIs, mathematics, proofs, conjectures, problem-solving, goalposts, paperclips, genii and, more importantly, Campbell/Goodhart's law. 🧵⤵️ •1/38 47037
turtlespook @turtlespook.bsky.social · 08/09/2026happy library birthday! (?) I don't work much in this area myself, but the blog posts that came from it have certainly kept me curious and inspired over the years ^^ 000
Reposted by turtlespookbel @steelybel.bsky.social · 05/09/2026when u see claude on the github repo 1371972155
turtlespook @turtlespook.bsky.social · 06/09/2026This keeps L1 clean for the other parts of the kernel that can actually benefit from cache coherence But I didn’t do a real test/profile of this so take it with a big grain of salt ^^ 000
turtlespook @turtlespook.bsky.social · 06/09/2026Not an expert by any means, but I remember the CUDA docs saying it’s L2 which is addressed in 32-byte sectors? So for truly random access on <32b types, it might make sense to bypass L1 and load directly from L2 (with `ldcg()` instead `ldg()`) 210
Reposted by turtlespookMike Turitzin @miketuritzin.bsky.social · 03/09/2026One thing I learned from this article is that (on NVIDIA GPUs) 128-byte cache lines are divided into 4 32-byte sectors, which are read independently. So there's a benefit to reducing random-access reads below the cache-line size, but not below 32 bytes. blog.doubleword.ai/what-happens...blog.doubleword.aiWhat happens when a GPU reads memory | DoublewordFollowing an LDG.E SASS instruction through the hardware units in an RTX 4090. 1247
Reposted by turtlespookAndrew Willmott @andrewwillmott.bsky.social · 31/08/2026It's really hard to beat this for a practical, worked example of how modern CPU/memory architectures affect performance. It describes the issues with (and corresponding solutions for) a simple matrix transpose: gudok.xyz/transpose/.gudok.xyzWhat it takes to transpose a matrix 03412
Reposted by turtlespookGhostdog Millionaire 🇿🇦/sa @projectauuman.bsky.social · 31/08/2026Artist: DocksEcky 1848401164
turtlespook @turtlespook.bsky.social · 28/08/2026as someone in the same position as you (more people need to talk about nine sols!!), man I wanna play ER so bad is the switch version even out though? I thought it got delayed at some point because of performance issues 010
Reposted by turtlespookMousey Doll M0-U53.1🏳️⚧️♿️ @mouseydolly.bsky.social · 26/08/2026Tim Curry has gone to the one place not corrupted by capitalism,,, Itll miss him 02410
Reposted by turtlespookPara @parakerman.bsky.social · 11/08/2026new gits episode, new wallpaper candidate 0134
Reposted by turtlespookv buckenham @v21.bsky.social · 13/08/2026a lot of colanders on the timeline this morning. not sure I've ever seen a timeline with more colanders... 2173
Reposted by turtlespookJacob Geller @jacobgeller.com · 12/08/2026The US really just doesn't have the architecture to do Dark Souls 3-style eclipses 2844851091
Reposted by turtlespookMarc B. Reynolds @marc-b-reynolds.bsky.social · 10/08/2026A post in which I claim it's no work at all to perform integer division in floating point. marc-b-reynolds.github.io/math/2026/08... #floatingpoint #optimization 194
Reposted by turtlespookRaph Levien @raphlinus.bsky.social · 10/08/2026I just posted a blog post on my hyperbezier curve: linebender.org/blog/hyperbe... I've actually been working on this for years, and only recently figured out a solution to the parameter mapping problem. I think this curve is potentially better than cubic Béziers for 2D vector graphic design. 212325
turtlespook @turtlespook.bsky.social · 08/08/2026these goddamn distance fields are gonna haunt me for the rest of my life, aren’t they (rangers FC stadium, glasgow) 000
Reposted by turtlespookSean Barrett @nothings.bsky.social · 06/08/2026It's interesting because so much in math and physics, people do their best work in their 20s, but I feel like I'm still improving, pushing 60 and yet writing better code than in the past on multiple axes: cleaner code, cleaner API design, and still finding a clever problem solution here and there. 3291
Reposted by turtlespookNicholas Sharp @nmwsharp.bsky.social · 05/08/2026Tomorrow I'll speak at the FPTalks series on floating point and numerical analysis, about robust geometry for neural implicit surfaces (work w/ @_AlecJacobson). The other talks sound amazing, and I love this area! Check out this great organization. fptalks.org/talks/fptalk... 0132
turtlespook @turtlespook.bsky.social · 05/08/2026i don’t have a good intuition for this but 41x41 sounds pretty big. is it near the point where an FFT would be faster? 100
Reposted by turtlespookXiana Carrera @xianacarrera.bsky.social · 04/08/2026The talk I presented at #SIGGRAPH2026 is now available on YouTube, for anyone who couldn’t attend or would like to revisit it :) youtu.be/OFJYBUArVPc?...youtu.beDual Contouring of Signed Distance Data - SIGGRAPH 2026 [Technical paper presentation]YouTube video by Xiana Carrera 27219
turtlespook @turtlespook.bsky.social · 03/08/2026omg a hit tweet etc etc anyway check out the official cover! bsky.app/profile/cake... 010
Reposted by turtlespookYining Karl Li @yiningkarlli.bsky.social · 02/08/2026Another recent Animation Obsessive article that I really like: this one about Hayao Miyazaki's gorgeous image boards. Miyazaki's image boards aren't storyboards, but they're not fleshed out concept art either; they kind of sit somewhere in between. animationobsessive.substack.com/p/the-image-... 042597
turtlespook @turtlespook.bsky.social · 02/08/2026it’s even the simpler/quicker way to go imo, frame rate be damned just add the hemispheric sampling function (cosine-weighted for bonus points) which is what, 10 lines of code? and you’re basically done 020
turtlespook @turtlespook.bsky.social · 02/08/2026and finally, the full end credits theme from outer wilds, which should be straight up illegal to perform in a public setting (it destroyed me for the Nth time) 1121
turtlespook @turtlespook.bsky.social · 02/08/2026some of my own highlights: there was a gorgeous orchestral cover of eurydice’s “good riddance” from hades 191
turtlespook @turtlespook.bsky.social · 01/08/2026thank you @cakejumper.bsky.social and @ivgorchestra.com for tonight! you guys put on a fantastic show!! 2819