Thus, it's compatible with classical rendering algorithms such as shadow maps :
Thus, it's compatible with classical rendering algorithms such as shadow maps :
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!
You can even compare your performances to the other players :
You can even compare your performances to the other players :
(The prompt was: show me a picture of a mechanic fixing a Mustang)
(The prompt was: show me a picture of a mechanic fixing a Mustang)
hal.science/hal-04561269v3
Were I proposed a rasterization method for tetrahedron-based rendering
hal.science/hal-04561269v3
Were I proposed a rasterization method for tetrahedron-based rendering
hal.science/hal-02118508/
Create a very controlled wave-like pattern that can be used to generate a texture for image synthesis.
It's currently implemented in Pixar's Renderman, Mari 3D, and Blender (in the Gabor texture node)
hal.science/hal-02118508/
Create a very controlled wave-like pattern that can be used to generate a texture for image synthesis.
It's currently implemented in Pixar's Renderman, Mari 3D, and Blender (in the Gabor texture node)
1) Ribbed support vaults for 3D printing of hollowed objects
hal.science/hal-02155929/
It creates very lightweight internal supports for 3D prints.
You may also know it as the lightning infill in Cura, or as the Ribs internal supports in IceSL
1) Ribbed support vaults for 3D printing of hollowed objects
hal.science/hal-02155929/
It creates very lightweight internal supports for 3D prints.
You may also know it as the lightning infill in Cura, or as the Ribs internal supports in IceSL