Published on: 2025-06-11 13:43:00
Introduction We present RenderFormer, a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Mesh to Image, End to End Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence
Keywords: rendering representing sequence stage triangle
Find related items on AmazonPublished on: 2025-06-11 18:43:00
Introduction We present RenderFormer, a neural rendering pipeline that directly renders an image from a triangle-based representation of a scene with full global illumination effects and that does not require per-scene training or fine-tuning. Mesh to Image, End to End Instead of taking a physics-centric approach to rendering, we formulate rendering as a sequence-to-sequence transformation where a sequence of tokens representing triangles with reflectance properties is converted to a sequence
Keywords: rendering representing sequence stage triangle
Find related items on AmazonPublished on: 2025-06-13 23:07:17
Methodology Our rendering pipeline uses 3D triangles as primitives, each defined by three learnable 3D vertices, color, opacity, and a smoothness parameter \( \sigma \). The triangles are projected onto the image plane using a standard pinhole camera model with known intrinsics and extrinsics. Instead of binary masks, we introduce a smooth window function that softly modulates the triangle's influence across pixels. This function is derived from the 2D signed distance field (SDF) of the triang
Keywords: function mathbf phi sigma triangle
Find related items on AmazonPublished on: 2025-07-15 17:42:55
I’m an ethusiastic promoter of the C language. One of the outmoded cultural phenomena associated with C are bit-twiddling hacks: a collection of brain-teasers that implement improbably complex algorithms using bitwise arithmetic. They are often developed under the guise of code optimization, but they mostly serve to impress your friends and confuse enemies. I have also previously written about fractals; they’re pieces of mathematical curiosa that enjoyed a near-mythical status in 1980s, but are
Keywords: bit color pattern significant triangle
Find related items on AmazonPublished on: 2025-08-18 17:12:07
\( ewcommand{\RR}{\Bbb R} ewcommand{\QQ}{\Bbb Q} ewcommand{\ZZ}{\Bbb Z}\) For which \(n\) can you cut a square into \(n\) triangles of equal area? This question appears quite simple; it could have been posed to the Ancient Greeks. But like many good puzzles, it is a remarkably stubborn one. It was first solved in 1970, by Paul Monsky. Despite the completely geometric nature of the question, his proof relies primarily on number theory and combinatorics! There is a small amount of algebraic
Keywords: coloring odd triangle u_2 valuation
Find related items on AmazonPublished on: 2025-09-16 19:28:52
Measuring acceleration structures Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH” or “BLAS”. Unlike geometry representation for rasterization, rendering engines can not customize the data layout; unlike texture formats, the layout is not standardized across vendors. It may seem like a trivial matter - surely, by 2025 all implementations are c
Keywords: bytes node nodes triangle triangles
Find related items on AmazonPublished on: 2025-10-10 11:30:19
Date Sun 09 March 2025 Tags Programming In this blog post, I’ll talk about smoothing and blurring 3D meshes using Laplacian mesh smoothing. A good example of where this is useful is Adobe Substance 3D Modeler’s smooth tool which I implemented using Laplacian mesh smoothing. Laplacian mesh smoothing works by iteratively shifting each vertex towards the average position of that vertex’s neighbors. The math formula for this is: $$v_i = \frac{1}{N} \sum_{j=1}^{N} v_j$$ which we can implement in c
Keywords: mesh numneighbors triangle vertex vertices
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