Pablo Delgado
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pablode.bsky.social
Pablo Delgado
@pablode.bsky.social
rendering @ chaos
Source code on GitHub: github.com/pablode/cg-a...
June 28, 2025 at 4:49 PM
Would be nice if 2DGS were to win the race. Much simpler to render 😛
March 11, 2025 at 5:55 PM
Lastly, implemented proper support for AOVs including those used for picking (primId, instanceId, elementId). (asset: standard shader ball) (4/4)
January 3, 2025 at 11:15 AM
To reduce the memory footprint, I first run the geometry through meshoptimizer which culls and deduplicates vertices. Next, the data is compressed with blosc. The results are quite good. Decompression only happens when a BLAS is rebuilt. (3/4)
January 3, 2025 at 11:15 AM
Furthermore implemented #MaterialX geompropvalues (MDL scene data), and GeomSubsets. This required quite some code rewriting, as I now store a copy of the CPU geometry data in the renderer itself. Here’s a render of stehrani3d’s MaterialEggs which make use of these features (2/4)
January 3, 2025 at 11:15 AM