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)
Slides are online! 😄
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index....
Fell down the vulkan rabbit hole recently youtu.be/_JGMgpyCTsY
I Tried Coding my own Graphics Library
YouTube video by Sebastian Lague
youtu.be
Oops, I completely forgot to print my poster for the Q&A session after the SIGGRAPH presentation... Let us try to fix this...
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
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!
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):
Smoothing スムージング [Math short write-up] www.kynd.info/writing/smoo...
CCCL Runtime: A Modern C++ Runtime for CUDA developer.nvidia.com/blog/cccl-ru... #cpp #cplusplus
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…
developer.nvidia.com
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
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/
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/
😎
VTX 2026 beta is out, previewed last week at the Tinker Developers meeting in @sorbonne-universite.fr features Real-time analytical SES, new GUI and Python bindings check it out at github.com/VTX-Molecula... @sguionni.bsky.social @maximemaria.bsky.social @jppiquem.bsky.social
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?
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...
Bytecode VMs in surprising places
dubroy.com
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
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
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!
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/...
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...
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...
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...
kevin-gibson.com
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)
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!
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...
zeux.io
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
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.
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
Blender Cycles: architecture of a unified CPU/GPU path tracer
YouTube video by Graphics Programming Conference
youtube.com
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...
Looking forward to see you in Aachen and/or Los Angeles!
We will give with Cyprien Plateau-Holleville a course on Fluid Simulation with Optimal Transport: New and Old at: - Eurographics 2026 (May 4-8, Aachen) - SIGGRAPH 2026 (July 19-23, LA) Featuring: - Gentle introduction to OT - Create your own OT at home - Fluid sim with OT See you there !
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...