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Steve
@hollasch 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.https://github.com/petershirleyThanks. Twitter will use this to make your timeline better. UndoUndo -
Peter Shirley Retweeted
Science twitter is a huge boon to those of us in tiny departments with few colleagues/ fellow grad students.
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Peter Shirley Retweeted
Finally got around to releasing the tiny pool game I've been working on, it currently barely functions, but looks ok. All made in
#DreamsPS4pic.twitter.com/YADNoqPSvt
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Peter Shirley Retweeted
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. :)pic.twitter.com/WlDN2zxacd
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Peter Shirley Retweeted
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...https://www.quantamagazine.org/foundations-built-for-a-general-theory-of-neural-networks-20190131 …
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Peter Shirley Retweeted
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! https://ctnzr.io/papers/PPoPP-2014.pdf …https://twitter.com/vinodg/status/1060047250200584192 …
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Peter Shirley Retweeted
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. http://casual-effects.com/markdeep/ pic.twitter.com/ytPMWQXbfA
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Peter Shirley Retweeted
Here's what you get if you divide instead of multiplying in n!pic.twitter.com/n0FFJ1Suje
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Peter Shirley Retweeted
2018
@siggraph 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 - Optimizationpic.twitter.com/ZOB9drugoM
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Peter Shirley Retweeted
This weekend I finished "Raytracing: the Next Week" by
@Peter_shirley, chapter-by-chapter, in#golang: https://github.com/hunterloftis/oneweekend#ray-tracing-in-golang …pic.twitter.com/bEAMRkKrU2
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Peter Shirley Retweeted
I followed
@Peter_shirley's "Ray Tracing In One Weekend" tutorial, but in#kha /#haxe: http://fholio.de/things/raytrace/kha/ … (I am sure kha is actually overkill for this, but whatever)pic.twitter.com/4KZ7pHexWYThanks. Twitter will use this to make your timeline better. UndoUndo -
Peter Shirley Retweeted
Chiles. Fresh on the left, after they've been dried on the right. The name changes for fresh versus dried.pic.twitter.com/9FSQA3aZad
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Peter Shirley Retweeted
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: https://www.dropbox.com/s/38jujz7vhrruoap/Realistic%20Rendering%20Approaches%20for%20Snow%20Covers.pdf?dl=0 … (.pdf ~3.3MB)pic.twitter.com/KOHT2zM120
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Peter Shirley Retweeted
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.
#screenshotsaturday#madewithunity#gamedevpic.twitter.com/piylxWwvqKShow this threadThanks. Twitter will use this to make your timeline better. UndoUndo -
Peter Shirley Retweeted
Need to get back into making shaders again. Loved making this one in
@UnrealEngine#madewithunreal#gamedevpic.twitter.com/ltylRjsVOgShow this threadThanks. Twitter will use this to make your timeline better. UndoUndo -
Peter Shirley Retweeted
High-quality and performant rendering in
@FlaxEngine#screenshotsaturday#flaxengine#gamedevpic.twitter.com/6FUKOZJReXThanks. Twitter will use this to make your timeline better. UndoUndo -
Peter Shirley Retweeted
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.https://twitter.com/techsparx/status/1091743211591266304 …
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Peter Shirley Retweeted
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... :-/) http://www.sci.utah.edu/~wald/Publications/index.html …
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Peter Shirley Retweeted
New NVIDIA Blog post on Vulkan Ray Tracing Tutorial :https://developer.nvidia.com/rtx/raytracing/vkray …
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Peter Shirley Retweeted
Each of the rings are circles, even though they certainly do not appear to be. This image by professor
@AkiyoshiKitaoka from Ritsumeikan University in Kyoto is a visualization of the so called popple illusion http://ow.ly/ob7l30nylcj | https://buff.ly/2FO2dYm pic.twitter.com/NxDQojDK0W
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Peter Shirley Retweeted
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.pic.twitter.com/vEI53cL1DJ
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