#occlusion
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lovefortechnology.net
September 30, 2026 at 10:42 AM
Kaijun Luo, Yudi Huang, Qijun Zhong, Xinshuai Song, Yang Liu, Liang Lin: Recovering the View: Benchmarking Physical Active Vision for Occlusion Recovery in Robotic Manipulation https://arxiv.org/abs/2609.37292 https://arxiv.org/pdf/2609.37292 https://arxiv.org/html/2609.37292
September 30, 2026 at 6:45 AM
New pooled analysis: 8% of large vessel occlusion stroke patients develop post-stroke acute heart failure during hospitalisation, drama…

#Acuteheartfailure #Cardiology #Endovascularthrombectomy #Largevesselocclusion #Stroke

#Acuteheartfailure #Cardiology #Endovascularthrombectomy #Largevesseloc…
Heart Failure Triples Stroke Poor Outcome Risk
New pooled analysis: 8% of large vessel occlusion stroke patients develop post-stroke acute heart failure during hospitalisation, drama… #Acuteheartfailure #Cardiology #Endovascularthrombectomy #Largevesselocclusion #Stroke
news.gmj.ge
September 30, 2026 at 1:26 AM
Sick ass graphics thing that only has 18k views! (please bluesky attach it properly)

It's basically an advanced version of Silhouette Parallax Occlusion Mapping, except it plays nicely with mesh deformation and doesn't artifact when part of the mesh is offscreen.
DASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes version
YouTube video by Tom Forsyth
youtu.be
September 29, 2026 at 6:28 PM
PlayCanvas Editor 2.32 added a new Joint component, enabling direct configuration of various physics joints, alongside new rendering features like Parallax Occlusion and Splat LOD.
tinyurl.com/29nn2q3l
September 29, 2026 at 4:33 PM
You are so good at occlusion with your inks
September 29, 2026 at 2:48 PM
Software occlusion culling in Block Game | Discussion
Software occlusion culling in Block Game
My GPU is the integrated Radeon Vega 8 that comes with my AMD Ryzen 7 5700G CPU. I tell you this so you know that my workstation is not a graphical computing powerhouse. It is, in fact, quite weak. To its credit my integrated GPU shows up as 48% faster on UserBenchmark than the GPU in my low end hardware target; a laptop I bought in 2012.(Side note: I’m aware of accusations of inaccuracy surrounding UserBenchmarks, but it’s not that serious. I just think it’s funny that an iGPU I picked up recently doesn’t compare more favorably to a 14 year old laptop GPU that wasn’t considered that great even at the time.)That, and the fact I want my game to run well even on a potato, is why I recently decided to try my hand at writing a software rendered occlusion culling solution for the Block Game (working title) I’m developing as I’ve always been interested in the idea. Blocks and chunks are axis aligned cubes, which makes things easier, and block games tend to have a ton of hidden geometry in the form of underground caves. There are other ways to cull these, but the algorithms tend to be fairly complex and this seemed like a good way to avoid that complexity and stick with something very conceptually simple.In this post I’ll be explaining the development process and the solution that I eventually landed on. If you like you can also read the development thread I posted on Mastodon and Bluesky.Before I start though I’d like to say that this came out quite well, better than I expected. It runs in half a frame at 60 FPS or less (threaded, of course) and generally culls at least 50% of the chunks that survive frustum culling. Above ground, looking straight ahead at the horizon it’ll cull around between 50 and 60% of chunks, but indoors and below ground in caves it can cull upwards of 95% of chunks, resulting in framerates of 400+ even on my weak system. All around a resounding success, though it has some cases where it breaks down which I’ll touch on at the very end of this post.Comparison of depth occlusion culling on/off, off on left, on on right.
enikofox.com
September 29, 2026 at 10:20 AM
September 29, 2026 at 9:00 AM
September 29, 2026 at 8:52 AM
Software occlusion culling in Block Game
comments · posted on 2026.09.27 at 10:07:41 (c=0, p=3)
September 29, 2026 at 8:51 AM
experimenting with an ambient occlusion shader for an intersection-dependent effect

#blender3D #shader #WIP #vfx
September 29, 2026 at 7:15 AM
Three-dimensional evaluation of dental adaptation and skeletal stability following posterior open-contact surgical occlusion
Three-dimensional evaluation of dental adaptation and skeletal stability following posterior open-contact surgical occlusion
chuckyscarnage.tech.blog
September 29, 2026 at 5:27 AM
The Witcher 3: now with Grand Theft Auto Online
September 28, 2026 at 9:27 PM
This is Quake’s start map running on CPU.
Master-brush AABB occlusion.
Tessellated terrain LOD.
Still zero GPU.
CyberVGA keeps getting weirder.
#CyberVGA #indiedev #gamedev
September 28, 2026 at 2:35 PM
Turns out adding lights to a tileMapLayer in #godot is easy! Just add a PointLight2D and then set the tile occlusion in the same way you set collision. easy peasy. The problem of course is that the occluded tiles are in their own shadow. Makes for a very stylized look, but a bit hard to see. 🧵
September 28, 2026 at 7:20 AM
Yenan Wang, Oscar Karlsson, Elad Michael Schiller, Francesco Raviglione, Claudio Casetti: ITS Fairy: Occlusion Assistance Selected Against a Recipient's Own Perception Reports https://arxiv.org/abs/2609.31429 https://arxiv.org/pdf/2609.31429 https://arxiv.org/html/2609.31429
September 28, 2026 at 6:43 AM
And life was in balance while the 38 were on Earth. Until one of them went into occlusion, and left us bereft.
imagining 38 influential bluesky users
September 28, 2026 at 3:33 AM
The thing is I don't hate things like Ray Tracing, ambient occlusion, etc and so forth but there's too much of a reliance on hyper realism. Like in Red Dead 2, was it necessary to have fully rendered 3D clouds when you aren't going to notice, it's a waste of resources.
September 28, 2026 at 3:07 AM
I love how stylized the lines look, how are you getting that kinda broken, imperfect line art? also MATAO is material ambient occlusion?
I'd love to understand this more, its really cool!
September 28, 2026 at 1:47 AM
I'm doing a kernel contrast check per pixel. Basically, just comparing a pixel to its neighbors and if the difference is great enough, it's an outline pixel.

This video is fairly close to what I'm doing;
www.youtube.com/watch?v=eBS3...

The Material Ambient Occlusion is just a buffer value.
Physically Based Cel Shading
YouTube video by Visual Tech Art
www.youtube.com
September 28, 2026 at 12:25 AM
Very cool. Could I have multiple bulbs in a room to get around occlusion issues? Is it also a light? What’s the likely BoM here? So many questions. Was saying just yesterday how it’s a shame none of the previous prototypes for projection computing came to anything. I wonder why 🤔
September 27, 2026 at 8:19 PM
It's funny how if you tell someone to draw 33024 (258x128) tiles in a game engine, they would probably think to use some kind of chunking system for optimization, yet with #raylib I can just simply draw each tile with `DrawTileV` and it runs fine without any occlusion or anything, it just works
September 27, 2026 at 8:08 PM
i was wondering why his eyes are so bright, he doesnt have an eye occlusion plane....im gonna add one rq
September 27, 2026 at 4:09 PM