VectorGL @Vector_GL
Quartz on the GPU OS X & iOS Joined May 2014-
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This was posted on Monday and went nowhere. Today it is on the front page. Thank you HN gods ;-)
This was posted on Monday and went nowhere. Today it is on the front page. Thank you HN gods ;-)
Last week, I published a chapter about color. It's fairly comprehensive: makingsoftware.com/chapters/color…
Hacker News thread for Rasterizer: news.ycombinator.com/item?id=450905… Upvotes much appreciated.
Rasterizer, the 3rd iteration of my 2D GPU-accelerated vector graphics engine, is now available. • Around 30x faster than Core Graphics • Less than 4,000 lines of code • CPU stages use efficient batch parallelism • Quadratic Béziers solved on GPU github.com/mindbrix/Raste…
"Quadratic Approximation of Cubic Curves" contains a neat method of representing one cubic Bézier as two C1-continuous quadratics, maintaining tangents at the endpoints. Combining that with a heuristic for how many times to split the source curve gives excellent results.
Developed a more generalized version. The pattern 東南西北 can be displaced, but remains conserved.
Hi, my name is Peter and I’m a Claudoholic. steipete.me/posts/just-one…
vlc-cli when?
Translucent UI is usually a bad idea outside of movies and non-critical game interfaces. The early moments of joy are fleeting, while the usability issues remain. Windows and Mac have both been down this road before, but I guess a new generation of designers needs to learn the…
Translucent UI is usually a bad idea outside of movies and non-critical game interfaces. The early moments of joy are fleeting, while the usability issues remain. Windows and Mac have both been down this road before, but I guess a new generation of designers needs to learn the…
Excited to announce that TetSphere Splatting (tssplat) has been accepted as an ICLR 2025 oral. We introduce a new geometry representation that leverages an underused yet powerful primitive—volumetric tetrahedral meshes—for high‑quality 3D shape modelling. (1/7)
I really like visual/geometric proofs/intuition. Helps me to understand the problem better than cryptic math symbols. Same for derivatives. x^2 is a square. x++ adds one row/column. That's 2x (+1) pieces. x^3 is a cube, x++ adds three squares (x^2) on 3 faces = 3x^2.
I really like visual/geometric proofs/intuition. Helps me to understand the problem better than cryptic math symbols. Same for derivatives. x^2 is a square. x++ adds one row/column. That's 2x (+1) pieces. x^3 is a cube, x++ adds three squares (x^2) on 3 faces = 3x^2.
I'm excited to share our latest paper (work with Matt Pharr and @inversepixel ), "Improved Stochastic Texture Filtering Through Sample Reuse" accepted to I3D'2025. arxiv.org/abs/2504.05562 research.nvidia.com/labs/rtr/publi… 1/
Chris Dalton, who leads Rive's rendering team, set out to reinvent how graphics handle soft edges. Here's the unfiltered story behind Vector Feathering.🪶 rive.app/blog/how-rive-…
The Rive Renderer is now open source, available on all platforms, and dedicated to our runtime 🚀
High-speed schlieren video (colorized) of the supersonic exhaust and Mach diamonds from a soda bottle rocket! Video by Phred Petersen, RMIT HT @A_J_Higgins for sharing!
I want to submit something to a math art exhibition, but I'm having a lot of trouble choosing... I figure I can crowdsource this. I'm deciding between these, or really anything else on chessapig.github.io/gallery/
I gave a talk today on a really cool topic :)
Part 2, which discusses techniques that can potentially reduce shader permutation counts, can be found here: therealmjp.github.io/posts/shader-p…

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