Viewing profile — aras_p
aras_p
HN member- Joined
- Fri, Sep 02, 2011, 8:01 AM UTC
- HN karma
- 141
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- 61 items
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About aras_p
Recent public activity
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Comment #49047467
Way, way too slow for Playdate though. I tried implementing it, including lots of simplifications, and it is still not really practical: https://aras-p.info/blog/2025/02/09/Surface…
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Comment #48590019
That is not actually true. Unity used to be on ancient version of Mono before year 2017. Then until 2019 the option to use “up to date” version was optional. Since 2019 it has been…
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Comment #48589360
If you mean built-in Unity physics, then unlikely. All built-in physics stuff (either 3D physics which is PhysX, or 2D physics which is Box2D) are done entirely in C++ code and are…
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Comment #44616579
(author here) I think yes and no -- while it is true that the "MOP" quick test I tried does not allow to access/decompress individual EXR channels, it does allow to access "chunks"…
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Comment #39316182
Yes, within VSE (and elsewhere in Blender) almost (*) everything uses premultiplied alpha, directly or indirectly. 8bit/channel images are stored non-premultiplied, but any math do…
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Comment #39313252
My guess is that the code was written by someone in 1995 back when no one understood color spaces, or something (it's hard to track down who and when wrote it exactly due to all fi…
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Comment #39312540
No it's not. But, the previous code was already effectively doing "c * c" for the last 15 years. So for now, just keep doing that, a bit faster. A more proper way would be to do pr…
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Comment #38579584
(blog post author here) Most of actual research I've seen (i.e. papers) are not Unity/Unreal, they rather are CUDA/Python. The "Unity Gaussian Splatting" is not a research per se, …
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Comment #37699223
I looked at that in the previous post ( https://aras-p.info/blog/2023/09/13/Making-Gaussian-Splats-s... ) and while there's some nearby correllations in positions & colors (for col…
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Comment #35651752
I can't comment on the linked github issues, but looking at the turbopfor icapp.c sources, it looks like the blosc2 bytedelta is not used correctly there: the expected order is "sh…
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Comment #35649746
Yeah I was considering whether to include TurboPFor at some point or not. It looks really good, but for my particular use case is not applicable due to GPL license.
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Comment #34663712
I have a new post ( https://aras-p.info/blog/2023/02/03/Float-Compression-5-Scie... ) comparing zfp, fpzip, spdp, ndzip, streamvbyte libraries for compressing this same data set. A…
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Comment #34640632
"Kind of". My understanding is that block floating point actually makes a bunch of numbers have the same exponent (probably the largest among the group). That's not exactly the sam…
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Comment #34623907
(post author) All of this has been done elsewhere! I'm just trying to try various approaches that are out there, on "my own data".
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Comment #34623606
(blog post author) I'm not doing operations on floats. The data is floats, yes, but the XOR is obviously not on floats; and Delta is not either. Both are just interpreting data as …
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Comment #31393922
> What was your thesis topic, if you don't mind sharing? "Rendering Soft Shadows in Real Time" ( https://aras-p.info/texts/files/ArasPranckevicius_Magistras_... ), which was an ove…
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Comment #31386511
I am the author. I'm not from the US, so no idea about your thesis question. I did my thesis many years ago, so this investigation is completely not related to that topic :)
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Comment #18591447
Yeah, I should have clarified: most games using Unity or UE4 are using PhysX, since that's what these two engines are using out of the box.
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Comment #18590037
Everything that is made with Unity or UE4 uses PhysX. That said, not that many games use the GPU-accelerated parts of it; for a lot of gameplay physics CPU code path of PhysX works…
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Comment #18509301
No, it wasn't recorded. And I was talking in Lithuanian, which wouldn't have been very useful :)
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Comment #18263335
There was a video, but since I talked in Lithuanian, I doubt if it would be useful to many people :)
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Comment #18128582
That's just coding style, which by itself is not a new dialect. Yes a bunch of APIs in Unity use different naming conventions from the rest of .NET world, but the language is the s…
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Comment #18127574
> Unity only adopted C# after moving out of the Mac into the PC Not quite true; Unity has always used Mono. The very first Unity 1.0 version in 2005 was already using C#/Mono. > Wh…
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Comment #17109752
> I'm referring to his Metal timings being more than 10x slower than D3D In my case it's the difference in hardware. DX11 results are on GTX 1080 Ti, whereas Mac are on Iris Pro on…
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Comment #16804640
Correct, right now it's only Windows/Mac/Linux. That leaves the whole mobile & console platforms without it, so it's not like our IL2CPP stuff is "not needed anymore".