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  1. Pinned Tweet
    26 Aug 2018

    Steve was the ultimate mensch and fixed my github for the ray tracing minibooks and cleaned up the copyright stuff. Also added info about the books and pointers to them. Thanks Steve! Please let me know if you have any trouble with it.

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  2. Retweeted
    Feb 2

    Science twitter is a huge boon to those of us in tiny departments with few colleagues/ fellow grad students.

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  3. Retweeted
    Feb 1

    Finally got around to releasing the tiny pool game I've been working on, it currently barely functions, but looks ok. All made in

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  4. Retweeted
    3 hours ago

    Somehow the shadows of the trees on the snow look weird. Like a complex model has been used and the just the simplest soft shadow has been used underneath. :)

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  5. Retweeted
    Feb 2

    Deep learning needs more theory. Many workshops I have helped organize in the last decade (e.g. at IPAM) have attempted to bring ML/DL folks together with mathematicians and...

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  6. Retweeted
    6 hours ago

    It’s true, it was a very laborious process to derive the in-register AoS/SoA transposition algorithm. Cool to see it derived by an SMT solver!

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  7. Retweeted
    8 hours ago

    You can now set markdeepOptions.definitionStyle to force definition lists to use either the long or short style instead of the automatic layout. Handy for writing API documentation.

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  8. Retweeted
    9 hours ago

    Here's what you get if you divide instead of multiplying in n!

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  9. Retweeted
    Jan 29

    2018 papers containing key phrases: 13 - Generative Adversarial Network 16 - Augmented Reality 18 - Ray Tracing 33 - Virtual Reality 45 - Convolutional Neural Network 54 - Least-Squares 57 - Neural Network 60 - Hardware 99 - Rendering 110 - Real-time 145 - Optimization

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  10. Retweeted
    11 hours ago

    This weekend I finished "Raytracing: the Next Week" by , chapter-by-chapter, in :

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  11. Retweeted
    12 hours ago

    I followed 's "Ray Tracing In One Weekend" tutorial, but in / : (I am sure kha is actually overkill for this, but whatever)

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  12. Retweeted
    Feb 1

    Chiles. Fresh on the left, after they've been dried on the right. The name changes for fresh versus dried.

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  13. Retweeted
    Jan 30

    Two years ago I wrote a thesis about real-time snow rendering. It turned out as a bit of a mess and cringe inducing to read. However, I recently defended this thesis so all these sweet information can now be consumed in a less painful manner: (.pdf ~3.3MB)

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  14. Retweeted
    Feb 2

    Implemented a system to prevent player occlusion. A silhouette shader to see behind small or medium-sized objects, and a dither shader for bigger objects that would obstruct the track as well.

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  15. Retweeted
    Feb 2

    Need to get back into making shaders again. Loved making this one in

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  16. Retweeted
    Feb 2
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  17. Retweeted
    Feb 2

    Neat idea! I’d call it “self-referential tic-tac-toe”. Since it’s not fun anymore to play vanilla tic-tac-toe with my 4 yo (we always tie) we might try this next.

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  18. Retweeted
    Feb 2

    For all those that recently asked me for the (missing) pdfs of some of my recent papers: I finally did find some time to update my publications page (whose last entry before that update was from 2014... :-/)

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  19. Retweeted
    Jan 31

    New NVIDIA Blog post on Vulkan Ray Tracing Tutorial :

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  20. Retweeted
    Feb 2

    Each of the rings are circles, even though they certainly do not appear to be. This image by professor from Ritsumeikan University in Kyoto is a visualization of the so called popple illusion |

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  21. Retweeted
    Feb 2

    Found some screenshots from a game I worked on, no longer in production. All snow is applied in a screen-space pass, after the g-prepass, modifying the albedo, normal, metalness and roughness in the g-buffer before the lighting pass.

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