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pltc
@pltc.bsky.social
plathc.github.io
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*Introduction post*
I’m a French researcher in computer graphics with a strong interest for pretty pictures and fast computation.
During my PhD, I worked for the illustration of large molecular systems (an example of which is attached, performed with a custom renderer) and Voronoï diagrams.
Reposted by pltc
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
February 2, 2026 at 2:40 AM
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
January 29, 2026 at 12:22 PM
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This was a fun quick experiment:
Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
#rendeting #metalrt
January 22, 2026 at 1:38 PM
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July 20, 2025 at 7:53 PM
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Geogram flies !

The other day, I was reading this article from NASA Ames Research Center:

ntrs.nasa.gov/api/citation...

What do they use for the geometric computations ?
Geogram of course ! (thrilled !!)

Geogram is a library with geometry processing algorithm:
github.com/BrunoLevy/ge...
January 6, 2026 at 8:46 PM
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Gaboronoi (top) vs Anisotropic Voronoi (bottom), with 5000 Sites. I feel like the anisotropic voronoi's artifacts are more aesthetically pleasing. Gaboronoi is faster to train by a lot!

I've compiled all of my recent voronoi experiments into a collab:
colab.research.google.com/github/jaker...
January 4, 2026 at 6:47 AM
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My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
How to Vulkan in 2026 - How to Vulkan
How to write Vulkan graphics code in 2026
www.howtovulkan.com
January 3, 2026 at 6:15 PM
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My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
www.sebastianaaltonen.com
December 16, 2025 at 6:52 PM
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Posting an older article on "Probability Theory for Physically Based Rendering", using tomorrow's #thisisigad Graphics Guild lecture as an excuse:
jacco.ompf2.com/2019/12/11/p...
There is also a part 2.
December 11, 2025 at 8:35 PM
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A modernized Utah Teapot model with interior! You can see/customize/download it, along with historical versions on the official teapot page:
graphics.cs.utah.edu/teapot/
December 11, 2025 at 5:34 AM
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New blog post on how to render beautiful soft shadows projected by the user's finger with Jetpack Compose.

www.romainguy.dev/posts/2025/f...
November 29, 2025 at 11:15 PM
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So Apple put out an article this week about how they are now 3D printing titanium parts in large volumes for Apple Watches and iPhone Air; this is a bit of a surprise and really cool!

(1/3)

www.apple.com/newsroom/202...
Mapping the future with 3D-printed titanium Apple Watch cases
Apple Watch Ultra 3 and titanium Apple Watch Series 11 cases are now 3D-printed with 100 percent recycled aerospace-grade titanium powder.
www.apple.com
November 27, 2025 at 6:40 AM
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The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers.

More details in the 'Volunteering' section of the home page.
Graphics Replicability Stamp Initiative
www.replicabilitystamp.org
November 21, 2025 at 12:16 PM
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There's a new and very neat-looking SIGGRAPH Asia paper on constructing the swept volume based on the path of a moving (possibly deforming) object. Check it out!

https://jurwen.github.io/Swept-Volume-Page/
November 20, 2025 at 1:07 AM
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Here's a great video explaining/showing why the common CG practice of plugging smudge/fingerprints/dirt/whatever maps into roughness is wrong and why it should be done using material layering instead. This video is really well-made!

www.youtube.com/watch?v=OW4L...
Doing Surface Imperfections Right | Vray, Cycles, Arnold..
YouTube video by Lucas
www.youtube.com
November 20, 2025 at 8:35 AM
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apparently there are also native sdf nodes in blender 5 now
October 8, 2025 at 2:57 PM
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i wrote an efficient convolution reverb for dreams while at mm years ago, and found myself in need of one again. my memory was hazy on the details, and i couldnt find it written out in a simple way i could immediately understand, so i chewed a pencil and reminded myself. heres how i think about it
October 4, 2025 at 2:21 PM
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New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
September 30, 2025 at 5:40 PM
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Graphite's interactive "CosmoViewer". Explore your cosmologic simulations interactively !
September 29, 2025 at 10:00 PM
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Couple pieces about this work -

about the sphere packing, using voxel "dart throwing" on the GPU:
jbaker.graphics/writings/sph...

about the reuse of the data structure from the sphere packing, reinterpreting it as a grid-based raytracing acceleration structure:
jbaker.graphics/writings/dda...
September 29, 2025 at 12:07 PM
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Super proud to have been part of this work led by Sam Bourgault and Alejandro Aponte @ expressive computation lab

With WORM, we propose a new way to program cobot manufacturing actions through skilled manipulation and procedural repetitions

Checkout the paper and demo at #UIST2025
September 29, 2025 at 4:47 AM
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Large-scale semi-discrete optimal transport with distributed Voronoi diagrams,
Final version available here:
www.sciencedirect.com/science/arti...
September 26, 2025 at 8:15 AM
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Is #geogram's Constrained Delaunay Triangulation robust ?
... on the testbench !
github.com/BrunoLevy/ge...
September 24, 2025 at 7:50 PM
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RING meeting in Nancy,
Cyprien Plateau--Holleville presented presented his awesome work on exact integration of the differential quantities involved in Partial Optimal Transport. And that's not all: It comes with a combined physsim - Optimal Transport - rendering on the GPU !
September 18, 2025 at 8:48 AM
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Our article "Large-scale semi-discrete optimal transport with distributed Voronoi diagrams" (with Nicolas Ray, Quentin Merigot and Hugo Leclerc) just got accepted by Journal of Computational Physics. Pushing the limits of Optimal Transport by several orders of magnitude !
September 11, 2025 at 3:29 PM