👨‍💻 Creative Technologist at work && 👨‍🎨 Artist at https://xitter.cf/t.co/EEHFf82gGF he/him

Paris
Joined November 2011
I am a bit late for #PortfolioDay but here is my brand new website. ✨ Developed on @nuxt_js 3, particles made with @threejs, using @NotionHQ as a CMS and hosted on @Netlify.
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It's always refreshing to see some new quality libraries for @p5xjs
🥁🥁 Presenting... 🥁🥁 p5.brush Unlock custom brushes, natural fill effects and intuitive hatching in @p5xjs! With p5.brush.js, I’m open sourcing part of my toolbox, which I’ve developed and used since the start of my coding practice. p5-brush.cargo.site/ Read below 🧵👇
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Son compte est pas hyper actif, mais le copain Adrien Melchior lance une chaine YouTube plutôt cool sur son boulot de Sound Designer et de compositeur! J’aime bien ce mec, il est aussi pédagogue que généreux. youtube.com/watch?v=mFnDNmfh…
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.@JoanieLemercier on Art, Technology and Activism at Uncloud Festival 2023 in Utrecht
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Someone please make a browser extension for alt-text generation already. This could be a great web accessibility improvement.
This is absolutely wild. I am completely speechless.
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I swear @github copilote is trying to cheer me up
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3D Gaussian Splatting for Real-Time Radiance Field Rendering paper page: huggingface.co/papers/2308.0… Radiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (>= 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets.
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Hello, I present you with the Human Shader, a project where anybody can participate and help create the first ever human-brain-only powered shader and mathematical image! Please join us and be part of history! humanshader.com/
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Everything you ever wanted to know about graphics APIs and more. cohost.org/mcc/post/1406157-…
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No more blue check for me! Oh wait, I never had one.
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Could someone please confirm this?
7777777777772777777777777 is a prime number.
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This feels unreal! After more than 6 years working on WebGPU, it's getting released in Chromium 113, in stable and without flags! It only took a bit longer than the 2 year adventure we initially thought it would be 😅 Read more about it here developer.chrome.com/blog/we…
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Which do you trust more?
14%Humans
86%Dogs
429 votes • Final results
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