Yining Karl Li
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yiningkarlli.bsky.social
Yining Karl Li
@yiningkarlli.bsky.social
Rendering Engineer at Disney Animation working on Disney's Hyperion Renderer. Previously at Pixar, Dreamworks, Cornell, Penn. Views here are my own.

https://www.yiningkarlli.com
https://mastodon.gamedev.place/@yiningkarlli
Somewhere in the movie (I don’t remember where) there is a gerbil driving a car made out of a fish. Somewhere in the background of Burning Mammal there is a giraffe driving a car made out of a giant toilet. Crowds went absolutely ham on this movie and it’s great.
November 28, 2025 at 5:24 AM
Ifixit has an article with some deeper analysis of the laser 3D printed titanium part in the iPhone Air; really neat stuff!

Apparently this was something of a stunner in the metal 3D printing world.

(4/3)

www.ifixit.com/News/114439/...
Okay, So Apple’s Using 3D Printing in the iPhone Air. But How?
When we first took apart the iPhone Air, the microstructures of the USB-C port stumped our experts. Now, we think we know what’s going on.
www.ifixit.com
November 27, 2025 at 6:44 AM
There are crazy stories from the early days of Apple ramping CNC for the first unibody MacBooks. Stories of Apple buying the entire output of German CNC machine makers and disappearing them off to China. That demand helped drive mass CNC capabilities across the industry.

(3/3)
November 27, 2025 at 6:40 AM
Apple pioneered CNC milling at scale for large volume production runs, which helped make CNC milling at scale practical for everyone instead of being only usable for prototyping and low volume parts. I wonder if their foray into metal laser 3D printing will have similar effects.

(2/3)
November 27, 2025 at 6:40 AM
Disclaimer: I’m highly biased here. The old Bionicle CG promos is part of what got me interested in CG in the first place, and to this day my main hobby renderer project is named after my favorite Bionicle character.
November 26, 2025 at 10:07 PM
There’s enough fudge factor in my back of the napkin math that I could be off by an order of magnitude in either direction; I didn’t bother to factor in differences in path lengths that we use for surfaces (low double digits at most) vs hair/fur (100s) vs volumes (10s to 1000s depending on scene).
November 25, 2025 at 8:08 AM
I should be clear that this is NOT an official stat from Disney Animation at all. This is just me doing some idle back of the napkin math to ballpark this number. Do not cite or quote this number for any kind of article; if you do, you’re practicing bad journalism.

(3/2)
November 25, 2025 at 6:29 AM
Using some very approximate guesstimate math, I think we traced around 3.7 quadrillion individual rays to produce the final movie. This does not include intermediate / WIP renders. I think this is astronomy-accurate, meaning it's in roughly the correct order of magnitude.

(2/2)
November 25, 2025 at 6:03 AM
You’d probably have to rotate out the schools each year. Maybe players that aren’t part of one of the four schools each year can just pick one to play for. Or alternatively just make it SEC vs Big Ten vs Big 12 vs ACC.
November 24, 2025 at 8:24 PM
The 2013 Mac Pro is actually a really fun/neat machine to disassemble and reassemble. I don’t know that I would call it Apple’s best hardware design, but certainly a lot of points earned for making something really weird and different!
November 24, 2025 at 6:36 AM
On your other point- I sort of doubt anyone in this thread is using AI to tweet (are they still called tweets on BSky?).
November 21, 2025 at 9:20 PM
I think multi-layer is a bit of an overloaded term. There are "multi-layer" models that just do parameter blending, and then there are _actual_ multi-layer models that model interfaces between layers (like Wenzel Jakob's layerlab thing). Not sure which one the video uses.
November 21, 2025 at 9:19 PM
Animation tends to work "to the camera" and hide cheats offscreen, and when you suddenly have to re-render the movie with a 3x wider FOV, believe you me that everything tends to break and you have to fix a ton of stuff!
November 20, 2025 at 5:47 PM