Yining Karl Li

@yiningkarlli

Senior Software Engineer at Disney Animation, working on Disney’s Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own.

Burbank, CA
Vrijeme pridruživanja: veljača 2013.

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  1. proslijedio/la je Tweet

    comprehensive diagram of the salient layers of modern computer architecture

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    14 experimental shorts. 14 imaginative journeys. Embark on them all and stream Short Circuit tomorrow Jan. 24, only on .

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  3. proslijedio/la je Tweet
    19. sij

    mini blog about the effect of different memory speeds on zen2 for compilation workloads in and :

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  4. proslijedio/la je Tweet
    4. sij

    The break between Christmas and New Year is for reading the backlog of publications and catching up with the state of the art. 🎉📚 Here's a new, updated, and long reading list on Physically Based Rendering: Comments, errors, suggestions, etc. welcome.

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  5. proslijedio/la je Tweet
    15. sij

    Julien Guertault () provides a literature review on commonly-cited resources for physically based rendering (realtime & offline), inclusive of references on multiple sub-topics including energy conservation, multiple scattering, area lights, and more

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    With , the advancements in the technology that we use to make our films allows us to have more detail than ever before. This drone-inspired shot from the Environments team shows some of the beautiful details of the Enchanted Forest.

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  7. 13. sij

    Partysaurus Rex is the greatest Pixar short ever made; don’t @ me.

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    9. sij

    We finally uploaded a white paper on our experiences with rendering Moana in embree/ospray (from back when I was still at intel). Hope this’ll be useful for all those working with this model:

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    9. sij

    "Digesting the Elephant" here means not just rendering a ray tracing scene but doing it in real time. Notably with the real Disney Moana Island scene. ...Interactive Production Quality Path Tracing of Moana Island Scene abs: vid:

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  10. proslijedio/la je Tweet
    7. sij

    Periodic reminder that all the slides/assignments for my classes are publicly available. While you’ll miss out on the actual lectures, you can often follow along at your own pace even if you aren’t . See links to courses on my website:

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  11. proslijedio/la je Tweet
    5. sij

    did you know disney+ has all the deleted scenes from the prequels including unfinished animatics

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  12. proslijedio/la je Tweet
    27. pro 2019.

    When I tell people I do lighting for animated movies, they usually don't understand what I mean by that. So here are a few of my shots from Spies in Disguise before and after being lit

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    27. pro 2019.

    Computer Graphics: Make it until you fake it.

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    19. pro 2019.

    Guillaume () made a recording of his SIGGRAPH Asia presentation "Reparameterizing discontinuous integrands for differentiable rendering" for those who couldn't make it to Australia. Check it out here:

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    19. pro 2019.

    Merlin () and Delio also recorded their SIGGRAPH Asia presentation of the paper "Mitsuba 2: A Retargetable Forward and Inverse Renderer" for those who missed it -- check it out here:

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  16. 10. pro 2019.

    Also, to be fair, the price for the Mac Pro is not an issue for large VFX/CG firms. Here’s the top-end Mac Pro vs. a similarly spec’d Dell (and you’ll find similar Dells/HPs at every large VFX/CG house). Crazy price for normal people, but Mac Pro is not for normal people.

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  17. 10. pro 2019.

    Which is a shame, because I really like MacOS and I would love a big cheese grater at my desk at work, and Metal is actually great, but Apple and NVIDIA can't figure out how to bury the hatchet, and RTX is a must-have for ray tracing right now. How cool would Metal+RTX be?

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  18. 10. pro 2019.

    There's this wide assumption in the general tech press that CG studios like Pixar, ILM, etc. are going to buy lots of the new Mac Pro, but I doubt that. High-end CG/VFX is a 99% Linux world, and most studios are heavily invested in CUDA, so lack of NVIDIA is a deal-breaker.

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  19. 5. pro 2019.

    So I’ve been watching my wife play through Persona 5, and man that game has the coolest, slickest, most stylish UI I have ever seen. I wonder how much trouble would I get in if I added a mode to our renderer where all of the UI is awesome and slick and stylish like Persona 5?

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  20. 2. pro 2019.

    My heart goes out to his family, students, mentees, and colleagues. Jaroslav Křivánek was a titan in the rendering world, but he was also a really great guy; every time I met him in person at conferences, he was always friendly, patient, and inspiring.

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