@Renderdefenderi
iAccount based inGermany
About this account
- Account based in
- Germany
- Connected via
- Germany Android App
Account-level information from X, not a live location or the device used for a specific post.
3D Artist by day - Creative Coder by night
Joined November 2013
- Tweets484
- Following459
- Followers30
- Likes3.8K
Alex Ebel retweeted
Water droplets filmed at 20 000 frames a second with a macro lens to capture non-coalescence
[📹 The Slow Mo Guys]
Alex Ebel retweeted
I'd like to invite all of you to build wild Cadence brains! The library is MIT-licensed and well-documented. I'd love to see what smart people can come up with 🩷
github.com/muellerberndt/cad…
Alex Ebel retweeted
For the last 15 years, I've been building tools for Maya.
About 12 years ago, I started rethinking Maya from the ground up and wrote a plan to reinvent every tool. The original dream was a single, all-in-one product that would change everything, and I spent years working toward exactly that.
But a product that ambitious was always years away. So rather than make you wait, or just release small products, I decided to release it the way it should have been all along: as a series of focused tools, each one reinventing a different part of Maya.
This is the first: a sculpting toolset that brings powerful, GPU-based modern sculpting right inside Maya, no round-tripping to another app, no breaking your workflow.
And this is just the beginning!
cgelementary.gumroad.com/l/C…
Shoulder and chest deformation is notoriously one of the hardest problems to solve in character rigging.
Most technical artists rely on dozens of corrective blendshapes, heavy muscle systems, or complex deformers to prevent mesh collapse. But Matt Le-Fevre, Senior Technical Artist at Ninja Theory, tackled it using 100% joints attached to curves—with zero blendshapes required.
By letting poses drive authorable curves, the underlying joint skeleton handles non-linear movement, volume preservation, and twist offsets seamlessly.
Are you still relying on corrective blendshapes for shoulder rigs, or are you moving toward pose-driven curve and RBF joint setups?
Alex Ebel retweeted
Ah!! We've been trying to get this working for months.
Basically, we can now capture a person and the objects they're interacting with in 3D from regular video. Motion for both, plus approximate object shape.
I've been excited about this for a while because so much of what people do involves stuff. If you want a robot to learn how to use a tool, or to understand someone's tennis swing, you probably want to know what the tool or racket is doing too.
Same goes for props in animation and everyday tasks in occupational therapy. There's a lot here.
Still imperfect, but this week it started working well enough that I wanted to show you.
Alex Ebel retweeted
“I am definitely an ass man. It blows my mind. Talk about simple shapes. Two very simplistic curves. It’s so dumb, but they are fascinating as hell. Its more than that. It’s the way the rest of the anatomy ties into that area — incredible beauty”. — Frank Frazetta #FrazettaGirls
Alex Ebel retweeted
A perfect example of what modern computers are really capable of if you optimize your code properly. All your 2.5 million code lines visible at once. 120Hz smooth scrolling. MSVC, Word or Chrome would choke super hard on a workload like this.
Alex Ebel retweeted
en.gamegpu.com/news/igry/sbo…
A technical glitch in neural rendering was documented in Grand Theft Auto V. While the game was paused, the internal engine stopped sending fresh frames to the presentation buffer.
Lacking a valid new frame, the model entered a recursive loop by constantly enhancing its own previous output. The blurred background was repeatedly scanned, which quickly distorted the character's face into chaotic visual artifacts.
This anomaly stems from a swapchain hook error that ignored the pause state. Generative models require precise engine integration and must shut down during static menu screens to prevent uncontrolled artifact generation.
#DLSS #Gaming #Graphics #TechNews #PCGaming #GameDev #Bugs
Our @GoogleResearch Connectomics team, in collaboration with @HHMIJanelia, has released the complete wiring diagram of a male fruit fly’s brain and central nervous system — the largest brain map by number of proofread neurons to date.
So, why do we care so much about a tiny fly's brain? 🧵👇
Alex Ebel retweeted
Single video in, 4D human out.
4DAnyone turns a casual monocular video into a 4DGS model.
No camera rig, no calibration, no tripod.
Project: 4danyone.github.io/
Alex Ebel retweeted
Robert McGinnis y Frank McCarthy.
Cartel para "Operación Trueno", pintado en 1957.
Alex Ebel retweeted
Our group discovered that reasoning models produce fractals when asked to solve hard problems. We can use nonlinear dynamics to probe the thinking processes of recurrent depth models on Sudoku, mathematics, and even ARC-AGI (1/N)
arxiv.org/abs/2609.04963
Alex Ebel retweeted
Game devs have wanted reflection and modules in C/C++ for decades. Nice simple code, no macro hacks, no constant include cleanups.
What we got instead —> :(
Alex Ebel retweeted
Denzel explica por qué usa la IA.
Un pequeña prueba explorando Minimax H3 en ComfyUI con mis nodos y métodos de inpainting.
Alex Ebel retweeted
NoGraphicsAPI is released (MIT license)!
It's a low-level Vulkan 1.4 wrapper using latest extensions (BDA, descriptor heap, device address commands, unified image layouts) to get as close as possibly to my No Graphics API blog post and SIGGRAPH 26 talk.
github.com/sebbbi/NoGraphics…