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...
This seems really cool: yunfan.zone/gswt_webpage/ Using gaussians for seamless tiling of vegetation over wide areas could work out really nice for games.
📢 Looking for 1 PhD student (3 years) in Vienna! We have an open position for someone to tackle MASSIVE 3D datasets and turn them into instant visuals for display, editing, and interacting! applications.cg.tuwien.ac.at/node/5
TIL: It is now possible to write fairly sane Vulkan code: github.com/fknfilewalke... No nonsense like descriptors, pipelines, render passes, bind groups and layouts, etc.
GitHub - fknfilewalker/vulkan-triangle-modern: Vulkan triangle in ~380 lines of code
Vulkan triangle in ~380 lines of code. Contribute to fknfilewalker/vulkan-triangle-modern development by creating an account on GitHub.
github.com
A really fun project we've been working on: Real-Time Rendering with JPEG textures! Ended up working way better than we expected (1500+ fps). Will be interesting extending this to modern formats like AVIF or JPEG XL. Paper: arxiv.org/abs/2510.08166 Code: github.com/elias1518693...
First results on "Potree-Next", a WebGPU-based rewrite of Potree. Still work to do before it is production-ready, but over the course of the next year it will catch up with the current Potree 1.8, and eventually replace it. github.com/m-schuetz/Po... netidee.at/potree-next
Trying some graffiti on a model constructed from skfb.ly/6t8zr with github.com/electronicar...
Productive-procrastination: My attempt at dynamically growable arrays, but using virtual memory. - No copies as array grows. - Initializing array with 400GB virtual memory, and physically comitting as much memory as needed. github.com/m-schuetz/va...
Here is our gaussian splat editor: github.com/m-schuetz/Sp... Eventually I want it to be able to take scans of ugly streets and beautify them like a photoshop for gaussians. :)
Probably one of the most important features ever: Undo & Redo. Now also working with transformations of selected splats. Although it's currently a slightly "lossy" undo because I'm only saving the transformation matrix and result of inverse may not exactly match original.
Brush-Painting splats in VR, inclusive undo+redo if you screw up.
We recently released the code for "Efficient Perspective-Correct 3D Gaussian Splatting Using Hybrid Transparency" Project Page: fhahlbohm.github.io/htgs/ Code: github.com/nerficg-proj...
My new favourite way to code: Create a static html page, but reload it every 0.01 seconds.