Element Zero retweeted
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…
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
Element Zero retweeted
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.
Element Zero retweeted
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!
Element Zero retweeted
Since you guys seem to have an... appetite for destruction.... here's a variation on the usual rigid body box stack 😃
Element Zero retweeted
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.
Element Zero retweeted
As promised, a (mostly) beginner-friendly thread on how to code simple physical simulations like those I've been posting recently.
Element Zero retweeted
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
Element Zero retweeted
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.
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
Element Zero retweeted
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
Element Zero retweeted
Graphics Programming weekly - Issue 146 — August 23, 2020 jendrikillner.com/post/graph…




















