Holy crap this is so hype arxiv.org/abs/2603.23696
Holy crap this is so hype arxiv.org/abs/2603.23696
Vertex shader stores the coordinates for each pair of verts, then in fragment I test them with a Bresenham line function, discarding pixels outside the line (& use conservative rasterization to avoid gaps).
Vertex shader stores the coordinates for each pair of verts, then in fragment I test them with a Bresenham line function, discarding pixels outside the line (& use conservative rasterization to avoid gaps).
I've read through it and am currently working on implementing some things.
jjbannister.github.io/tinydiffrast/
I've read through it and am currently working on implementing some things.
jjbannister.github.io/tinydiffrast/
https://
arxiv.org/abs/2603.23696
I will be presenting this work in Oakland at OOPSLA'26, so lets chat if you are interested in languages for graphics!
https://
arxiv.org/abs/2603.23696
I will be presenting this work in Oakland at OOPSLA'26, so lets chat if you are interested in languages for graphics!
I've been focusing on rendering performance and quality. I implemented a really fast first pass spatial denoiser, improved sampling, fixed rate rasterization artifacts, and fixed sphere rasterization artifacts.
#applevisionpro #gamedev #graphics
I've been focusing on rendering performance and quality. I implemented a really fast first pass spatial denoiser, improved sampling, fixed rate rasterization artifacts, and fixed sphere rasterization artifacts.
#applevisionpro #gamedev #graphics
gist.github.com/ompuco/82fd6...
gist.github.com/ompuco/82fd6...
lisyarus.github.io/blog/posts/i...
lisyarus.github.io/blog/posts/i...