A year ago I submitted the paper Topology-guided accelerated vector field streamline visualization to The Visual Computer, which has since been accepted. My paper is now available online here. Please don’t use LibGen or Sci-Hub to download my paper, cuz that would be naughty :)
OSAT has officially turned one year old today. Just absolutely incredible. I did not anticipate this blog to reach this old; in fact, I thought I would’ve abandon it at like June or something. But it somehow persevered! Though update schedules have become unstable, we’re still posting. And hey, that’s really all we need. Anyway, new year, new us. Maybe I’ll update the look & feel of the blog,…
We all know that Gaussian Splatting is the latest hit in novel view synthesis. In a massive nutshell, the 3D scene is recovered from multiple images via first passing through a COLMAP SfM, then things called “gaussians” are generated from the SfM points. These gaussians are then nudged around to fit the input images during the course of the training. If you are interested in the paper, definitely…
Have you ever wondered about how to render a perfect sphere in the OpenGL pipeline? “But we can only render points, lines, triangles and whatnot!” I heard you say, “so how?!” Well, screen-space raytracing, of course! We first render a box, then check if the camera intersects with the sphere inside the box. If it doesn’t, we discard it. Here’s how:
Hey guys! Man, it’s been quite a while. But I am back! Lately, I’ve been playing around with WebAssembly again, and pondering about its possibility as a working frontend. And as it turns out, it works pretty well! I have made an image compression tool in the form of a WASM SPA. The source code is available on GitHub. Try it out online here!
Hey guys, it’s been a while. Since I have made up my mind to submit a new blog post every Saturday this year, I have since posted exactly 42 blog posts. It’s not the number I have intended to reach (in fact, I didn’t think I’d make it past 5~6 weeks); and it feels magical. But from now on, this blog will no longer receive reguar updates. The reason? I have landed on a job. It’s the first computer…
I’ve been fiddling with PyTorch Geometric installation lately, and I believe we all know that although being an awesome library, sometimes it can be notoriously hard to get it to work in the first place. Especially if your CUDA version is way too low. That can be very, very problematic. So, let’s assume we have an unlisted CUDA version (11.1 in my case,) and let’s try to make it work!
Week 1: project introduction and high-level design Week 2: model loading & intersection Week 3: rudimentary UI and job dispatch system Week 4: true multithreaded Lua) Week 5: LuaJIT and BVH Week 6: you are here