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aras_p

HN member
Joined
Fri, Sep 02, 2011, 8:01 AM UTC
HN karma
141
Public activity
61 items

About aras_p

@aras_p on twitter. https://aras-p.info/

Recent public activity

  1. comment
    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…

  2. comment
    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…

  3. comment
    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…

  4. comment
    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"…

  5. comment
    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…

  6. comment
    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…

  7. comment
    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…

  8. comment
    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, …

  9. comment
    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…

  10. comment
    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…

  11. comment
    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.

  12. comment
    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…

  13. comment
    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…

  14. comment
    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".

  15. comment
    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 …

  16. comment
    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…

  17. comment
    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 :)

  18. comment
    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.

  19. comment
    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…

  20. comment
    Comment #18509301

    No, it wasn't recorded. And I was talking in Lithuanian, which wouldn't have been very useful :)

  21. comment
    Comment #18263335

    There was a video, but since I talked in Lithuanian, I doubt if it would be useful to many people :)

  22. comment
    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…

  23. comment
    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…

  24. comment
    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…

  25. comment
    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".