Working on next gen physics and graphics tech

USA
Joined December 2019
I'm vibe coding a new *GPU rigid body physics engine* from scratch for @levelsio 's #vibejam ! 💥 - Supports Rust & Web (via WASM+WebGPU) - 100% written by @anthropic 's Claude Code + Opus 4.6 - Performance optimized by @karpathy / @uditg 's autoresearch: github.com/uditgoenka/autore… - Uses Augmented Vertex Block Descent (AVBD) paper: graphics.cs.utah.edu/researc…
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Element Zero retweeted
🎉 A big congratulations to the #SIGGRAPH2025 Real-Time Live! Best in Show winner, "InfiniteStudio: 4D Volumetric Capture for Film Making and Beyond," and Audience Choice winner "Crazy Fast Physics! Augmented Vertex Block Descent in Action!"👏✨ These awe-inspiring presentations wowed audiences and showcased the very best of real-time innovation. Join us in celebrating their success by sharing your cheers and reactions in the comments below! 🥳👏 s2025.siggraph.org/program/r… photo by Matthias von Loebell © 2025 ACM SIGGRAPH
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I added a few features to my @rustlang CSG pathtracer: day/night lighting, volumetric fog (thanks to @Atrix256 @EzeroGames), and just for fun a subtle amount of color grading and vignette. I think next steps will be to do something about that horrible ghosting.
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It's finally happening! We'll talk about raytracing, voxel collision detection, physics, destruction, acoustics and much more in this long awaited technical stream with live Q&A. Join us on Thursday!
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Since you guys seem to have an... appetite for destruction.... here's a variation on the usual rigid body box stack 😃
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I'm super pleased to release EvoStrat github.com/rasmusbergpalm/ev… It's a library that makes Evolutionary Strategies (ES) simple to use. I'm really happy how cleanly it separates the environment, the reinforcement learning agent, the population distribution and the optimization.
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Element Zero retweeted
As promised, a (mostly) beginner-friendly thread on how to code simple physical simulations like those I've been posting recently.
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Continuing on the topic of Neo-Hookean solids, after some messing around it actually turned out that just pure reintegration tracking is capable of handling them decently. This is closer to a purely Eulerian approach than a Lagrangian one, surprisingly. shadertoy.com/view/3dVyDD
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How to get raytraced ambient occlusion in 4 easy steps: 1) Cast 1 ray per pixel using a uniform distribution 2) Change your mind and use blue noise instead 3) Animate the blue noise and do some TAA 4) Blur the result a bit with a bilateral filter to reduce noise Profit.
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Element Zero retweeted
Here is something cutting-edge: Rapier, our new 2D and 3D physics engines with a focus on performances and determinism. Also includes JavaScript bindings! See the blog post for details and benchmarks: dimforge.com/blog/2020/08/25… #rust #dimforge #physics #gamedev #javascript #wasm
Just published a new update for ComputeSharp, a libray to write compute shaders directly in C# and run them in parallel through #DirectX. Here's how the syntax looks like in a convolution kernel for the bokeh blur effect from #ImageSharp, running on the GPU! 🚀 #csharp #dotnet
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Graphics Programming weekly - Issue 146 — August 23, 2020 jendrikillner.com/post/graph…
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