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🌲 three.js tip: use alphaToCoverage for foliage! instead of transparent=true (alpha blending; sorting issues, more overdraw) or alphaTest (fragment discard; sorting works, but jagged edges) alphaToCoverage (A2C) gives you smooth edges without the sorting/overlap headaches!

10,794 Aufrufe • vor 5 Monaten •via X (Twitter)

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Great question! 🤔 How do you simulate *multiple* layers of glass/refraction in video games? In the last breakdown, I discussed how to create a glass shader in Unity URP. In essence, we were taking the render of the scene from the camera without any transparent objects. This is available in URP as the global _CameraOpaqueTexture. This is good enough for most use-cases, and more or less the classic way of doing it. 🔍 What is _CameraOpaqueTexture? As the name implies, there are no transparent objects rendered into this texture, so it's not possible by default to have something like a transparent-type ocean material/shader rendered through a refractive glass shader (which samples and distorts this texture to render on its surface, as if it's transparent). ⚠️ Why it’s tricky: It's much easier to sort without much further setup if you don't have refraction, and only a transparent material, because in that case you're not simulating the transparency yourself via sampling the rendered scene texture. But for refraction, it's required-- unless you want to go down the ray/path tracing route. You could simulate accurate, real dispersion... and that's about as expensive as it sounds, and it requires a rework of your entire rendering. --> 🚫 It's not a viable suggestion to offer. 📚 There are well-known terms regarding transparency sorting you can search up, but as you've specifically asked for refractive boxes, I'll discuss briefly about that. 🧱 Simulating layers of refraction: For this kind of rendering, you need some way to render the backfaces before rendering the front. And the backfaces that are rendered may contain whatever data you'd like for additional processing in the layer front-facing mesh render. 🧪 Examples: You could render the back face as a glass shader of its own, as an intermediate step after _CameraOpaqueTexture. Then you sample this texture instead and you end up with multi-layered refraction, "just like that". You can also render the back normals only, via a fully opaque shader, and use that to manually account for that during the front render. You could even bake in data needed for thickness in realtime. 🛠️ Without making it complicated for yourself, the most straightforward method is via render textures, and you can easily set some fractional resolution. Cameras in Unity have an open slot for target textures to render to. You can use custom render textures to process _SelfTexture2D. ⏱️ It's great to do low-resolution processing for more complex tasks, like blurring and caustics. You can get massive performance boosts, considering the square law and number of pixels/fragments that need calculations (quadratic scaling). 🚧 I've not fully exploited the possibilities myself, but research/development with PRISM is ongoing!

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Holy shit… someone just made DSA finally click. Not static notes Not boring pseudocode Not guessing what happens in memory Real data structures — animating step-by-step — visually. It’s called Data Structure Visualizations and it lets you watch algorithms run in real time. Here’s why this is different: Instead of dumping theory, it shows execution live • nodes getting inserted • trees rotating • pointers moving • queues filling • stacks popping • graphs traversing • heaps rebalancing You literally see algorithms think. Everything is interactive: • Binary Search Trees • AVL Trees (with rotations) • Red-Black Trees • Heaps & Priority Queues • Graph BFS / DFS • Dijkstra & MST • Hash Tables • Tries • Sorting (Quick, Merge, Heap…) • Dynamic Programming No black box. Just input → steps → result Watch in real time: • AVL rotations balancing themselves • BFS exploring layer by layer • DFS diving deep then backtracking • Dijkstra relaxing edges step-by-step • Quick sort partition visually • Heap forming after each insert • Hash collisions resolving live This solves the biggest DSA problem: Most resources teach code → memorize → hope it works This shows input → execution → visualization → understanding Which means you finally understand: • why AVL rotates • how heap property maintains • how BFS differs from DFS • how Dijkstra actually updates distances • what happens during rehashing • how quicksort partitions • how trees rebalance Even better: You control everything Change values Insert nodes Run step-by-step Pause execution Replay algorithms Learning DSA becomes interactive Not passive Not confusing Not theoretical Just… visible. Perfect for: • DSA beginners • interview prep • visual learners • CS students • LeetCode prep • teaching algorithms • debugging understanding This is the kind of resource that makes trees, graphs, and sorting finally click. Link: We’re moving from reading DSA → watching DSA execute And once you can see algorithms… you stop memorizing and start understanding.

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🧑‍🏫 How to make a glass/refraction shader: 🍷 Refraction will ultimately have the effect that whatever is behind your mesh should appear distorted by the surface of the mesh itself. We're not going for external caustics projection, just modelling glass-like, distorting "transparency". 🌆 In Unity, you can sample the *global* _CameraOpaqueTexture (make sure it's enabled in your URP asset settings), which is what your scene looks like rendered without any transparent objects. In Shader Graph, you can simply use the Scene Colour node. 🔢 The UVs required for this texture are the normalized screen coordinates, so if we offset/warp/distort these coordinates and sample the texture, we ultimately produce a distorted image. We can offset the UVs by some normal map, as well as a refraction vector based on the direction from the camera -> the vertex/fragment (flip viewDir, which is otherwise vertex/fragment -> camera) and normals of the object. 📸 Input the (reversed) world space view direction and normal into HLSL refract. **Convert the refraction direction vector to tangent space before adding it to the screen UV.** Use the result to sample _CameraOpaqueTexture. refract(-worldViewDirection, worldNormal, eta); eta -> refraction ratio (from_IOR / to_IOR), > for air, 1.0 / indexOfRefraction (IOR). IOR of water = 1.33, glass = 1.54... 💡 You can also do naive "looks about right" hacks: fresnel -> normal from grayscale, which can be used for distortion. Or distort it any other way (without even specifically using refract at all), really... 🧠 Thus, even if your object is rendered as a transparent type (and vanilla Unity URP will require that it is), it is fully 'opaque' (max alpha), but it renders on its surface what is behind it, using the screen UV. If you distort those UVs by the camera view and normals of the surface it will be rendered on, it then appears like refractive glass on that surface. > Transparent render queue, but alpha = 1.0.

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Koinos 101: Mana Do you think the internet would have taken off if you had to pay just 1 cent to visit a website? That's why we invented the Mana system which makes Koinos ... the first and only free-to-use blockchain. Owning the network It’s natural to think that holding a token like ETH, BTC, or SOL makes you an owner of those platforms, but if you were an owner, you would have a right to use those platforms forever. But you don't have that right. You only have the “right” to spend those tokens down as you use the network, which isn’t much of a right at all. On Koinos, the KOIN token works exactly like you think it would! Holding KOIN gives you a perpetual right to use the network, thanks to the Mana system. The more KOIN you hold, the more free usage, forever. Simple. Every KOIN token contains 1 Mana. When you use the blockchain, some of your Mana is consumed, but it regenerates in 5 days and if you only use a small percentage of your Mana it can regenerate in as little as a few minutes! Frictionless Access Mana can also be shared with people who have no tokens at all, which is what enables Koinos to deliver that familiar free-to-use experience that we get from the internet, and without forcing developers to pay the fees, because remember there are no fees. For the first time ever... developers can onboard users and allow them to the use the blockchain without first making them jump through the hoops of understanding and buying a cryptocurrency which is going to weed out the vast majority of mainstream users. That’s why we don’t have mainstream adoption! In short, KOIN has real utility; it gives you ownership over a certain amount of the network’s resources, a right which you can share with others. Koinos doesn’t force you to pay ever-changing fees all the time and it does all of this while preventing people from abusing the network. Be Free Because you never have to part with your KOIN which gives you the right to a certain amount of the network’s resources, this frees you, and every other KOIN holder, to focus on what matters; adding utility and making Koinos an even greater force for good. You can learn more about Koinos at and

KoinosGroup 🔮

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NancyH

26,361 Aufrufe • vor 4 Monaten

I vibe coded and built a sprite animation pipeline 🛠️ (Day 22 of making the engine+game) ⬇️ Watch the video if you don't wanna read the wall of text - it directly shows what I do. Shoutout to Jidé ✨ for showing me a paper on black/white combination to get alpha, it's the cleanest method yet, and to Cursor for enabling this entire journey. If you prefer the wall of text here you go: The hardest part of using general image models for 2D sprites isn’t getting a nice-looking frame, it’s getting consistent motion across a whole sprite sheet. You can fake a sheet, but frames won’t align, timing drifts, and you end up with weird artifacts. Even if you manually cut frames + interpolate, the animation often looks “off” because each frame is basically a new interpretation, not the same character evolving over time. This is especially noticeable with public API models like gpt-image-1.5 and Nano Banana. Some custom LoRAs for open models exist, but this is intended for less techy folks. My workaround: use a video model first, then post-process into a sprite sheet. Render the animation over a solid background (white/black/magenta/green), then chroma-key it out (my engine tool supports this). If the motion stays inside the silhouette, this works surprisingly well. You can do this in almost any video editing software too! The catch: keying almost always leaves an “aura” (edge spill). My best results come from interpolating the keyed animation with a clean base sprite, so you keep crisp edges and only “borrow” motion/detail where needed. If the animation extends outside the silhouette (tree branches, hair wisps, foliage), I usually skip “true sprite animation” and do it with shaders instead. Keying can’t fully remove halos there, no matter how much feathering/tuning you do. Another annoying issue: pixel corruption. AI rarely generates a perfectly flat background (pure #000000 or #FF00FF). That tiny noise breaks clean extraction and creates crawling garbage pixels around the subject. For clean base sprites (and even PBR maps), a useful trick is generating the same asset on white + black backgrounds and deriving alpha from the difference. This is basically a matte workflow: white = opaque, black = transparent. It fixes aura… but you’d need it per-frame to fix animation, which is still hard. For simple pixel art (single-digit frames), you can sometimes generate a sprite sheet, then ask the model to recreate it on black/white while preserving alignment… but it’s still manual-heavy. Honestly, at this point, for some projects it’s easier to go 3D → 2D and render clean sprites/maps directly. But I still love pushing “pure 2D” and seeing how far we can take it. Thanks for reading! Follow/bookmark/repost if interested in this kind of content!

Startracker 🔺

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44,480 Aufrufe • vor 1 Jahr

3D scanning and rendering is moving so fast - got my splats up and running and I'm mind blown getting ~100fps for this complex 3D scene ⬇️ 🤯 1. WAY faster than NeRF: For comparison, NeRFs would takes around 10 seconds per frame (!) Instead I'm zipping around with FPV controls without breaking a sweat - though I do crash a few times towards the end of the video lol 2. Old Meets New: Gaussian Splatting is cool in that it fuses classical graphics and deep learning techniques. Like NeRFs, this is still a radiance field - just without the slower (ne)ural rendering part. 3. Explicit Representation: Instead you represent a 3D scene as a collection of ellipsoidal "splats" called gaussians. Each gaussian has a position, size, and color. Rendering in real-time is done by projecting into the image plane and alpha blending. 4. Photorealistic Effects: Gaussian splatting use spherical harmonics to represent the view-dependent effects and lighting - allowing surfaces to change color when viewed from different angles, enabling greater photorealism. It doesn't use a neural network, but the training loop is similar to deep learning. 5. Enables Direct Editing: But it's not just speed - with Gaussian Splatting you also get 3D editing support! So you can select, move, and delete stuff, even relight stuff. This type of editing has been more tedious to do with NeRFs and their implicit black box representations. 📲 More tests cooking! Much more to unpack here including simpler explanations. If you enjoyed this post, you might enjoy my feed: Bilawal Sidhu

Bilawal Sidhu

337,090 Aufrufe • vor 2 Jahren

This guy connected a computer vision model to dual robotic manipulators on his desk and the system now folds shirts in 47 seconds per garment without any human intervention after loading Automated laundry folding is one of those problems that sounds trivial until you realize fabric has no rigid structure and every wrinkle changes the optimal fold path You need the robot to detect garment boundaries through visual segmentation, identify sleeve edges and collar positions on randomly oriented fabric, generate dynamic reference coordinates that shift with garment size, synchronize two independent robotic arms to pull opposing fabric edges without tearing, and execute all of this without a conveyor belt or fixed staging area Most people assume you need a commercial folding machine or at least a rigid frame to hold clothes in place This guy just bolted two robot arms to a workbench, ran a Flask server with a Laundrobot vision library, and built a preset selection interface that handles nine garment types The setup was minimal: a Python backend processing camera frames, a segmentation model running inference locally, two manipulators with soft grippers, and a heads-up display showing red and blue anchor points overlaid on live fabric The system scans the garment, the vision pipeline outputs coordinates like 284.262 and 965.262, the dashboard waits for a RUN command, and the arms fold the item in two geometric steps The robot picks up shirts, pants, towels, and socks from any position on the desk with zero calibration and zero pre-staging It is the same principle robotic pick-and-place systems use in factories but instead of metal parts it is handling deformable textiles that compress and slide unpredictably The arms have no concept of what clean laundry means to a human They think they are executing waypoint trajectories but the output is getting transformed into neatly stacked garments that take zero cognitive load from the operator If a household generates 14 loads of laundry per month and folding takes eleven minutes per load this is how you reclaim 154 minutes without outsourcing or spending four figures on hardware This is the cleanest domestic automation I have seen: one desk, two arms, one camera, and between them a folding operation that runs while you do anything else

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24,799 Aufrufe • vor 2 Monaten

BJP had put special category status in their manifesto as a promise to the people of #Odisha, however, this promise has not been considered for Odisha, whereas special packages, allocating crores of funds have been announced for Andhra Pradesh and Bihar in #Budget2024. Along with this, the demand of Odisha for revision of coal royalty, which has been pending for years with the central government has been rejected, because of which the state will lose thousands of crores of revenue every year. Lots of big promises in different sectors were made to the people of Odisha during the election campaign especially on agriculture, MSME and industry. There is no mention of any promise being fulfilled in this #Budget2024. This is a complete neglect of Odisha and her people. We all know that Odisha faces a number of natural disasters every year, including floods. We had requested for a special package for disaster management. While, similar requests of other states have been considered and they have been granted Special packages for flood protection, the genuine demand of Odisha on disaster management has not been considered. So on both counts whether it is special package or revision of coal royalty, Odisha continues to be neglected by the NDA. Today, the most serious issue being faced by the common public is inflation/price rise, and unemployment. This budget does not have any considerable intervention to address these two major issues. We have been fighting for Justice in the Polavaram issue. Allocating more and more funds for Polavaram without sorting out the genuine grievances of Odisha shows impartiality against Odisha. The NDA government has been at the Centre for more than 10 years now and every budget talks of focus on Eastern India, including Odisha. There has been nothing substantial for Odisha over the years, and this budget has also been a disappointment for us, however, we shall wait for the details. I’m happy to see there is a focus on Tourism for Odisha. I hope it is substantial, and we shall wait for the details to come out. I would say that, along with the people of Odisha, I feel disappointed at the continued neglect of Odisha while the state contributes so much to the country. Leaders of BJP had given many tall promises during poll. But there is nothing for Odisha and for its people.

Naveen Patnaik

346,998 Aufrufe • vor 2 Jahren

Pragmata Review | No spoilers That is it for me. I played more than 30 hours of Pragmata and I am really happy that not only we finally got this game after so many delays and in a time where cancellations are common, but also that it turned out to be a very solid and enjoyable experience. Visually it is beautiful, and gameplay wise it works well for the length it has. It is not a long game, which I personally prefer, and I hope we see more titles like this instead of games trying to be longer just for the sake of it. I would not call it short like some people did, but I think it is exactly as long as it needs to be. Story wise, it is my favorite of the year so far. Seeing this kind of father and daughter dynamic again made me want to play more games with similar themes. I did almost everything in the game and I absolutely recommend it. If you are unsure about the length, maybe wait for a sale, but quality wise it deserves to be up there. I am not someone who rushes, so it took me longer because I admire the environments, take screenshots, record videos, and try to find collectibles without guides. For someone who just plays straight through, I think it would take around 12 to 15 hours, maybe a bit more or less. This is the kind of experience I want to see more often in the gaming space. I liked the combat and I think the enemy variety is fine for the length. If the game was longer without adding new enemy types, it would probably feel repetitive, but for what it is, it works. My biggest concern before playing was the combination of Hugh’s shooting and Diana’s hacking. If it was too complicated, it would be annoying, and if it was too simple, it would be boring. Thankfully, it ended up being exactly right. My only real complaint is that you need to return to the base to restock items, and when you die, the game sends you back there instead of placing you right before the area or at the last travel point you unlocked. It is not a huge issue, but it breaks the flow a bit. Diana is very cute and does her part extremely well, and Hugh is a character that is hard not to like. They both nail the dad simulator vibe. The voice acting is great, especially for Diana. Capcom delivered a unique and impressive new IP, which is always welcome in an industry where big publishers mostly rely on established franchises instead of taking risks. Whether we get more entries in the future is up to them, but it is also up to us to support games like this if we want more of them. On PC the game runs very well. The only thing that felt a bit underwhelming to me is the ray tracing when you use it on its own without path tracing. In some areas it does not add much, similar to what I noticed in Resident Evil Requiem. It makes me think it is either something with the RE Engine or simply that Capcom does not push ray tracing that far and focuses more on path tracing instead. Path tracing looks incredible, but of course it comes with a heavy performance cost. Something that impressed me throughout the entire playthrough is how consistent the game feels from start to finish. There is no point where it suddenly drops in quality or feels rushed. Every area has its own atmosphere, the pacing stays steady, and the game never tries to drag itself out longer than needed. It is rare to play something that stays this steady all the way through, and that alone made the whole experience even more enjoyable for me. I hope we get a DLC or a sequel one day, but even if this stays a one off, I am happy with what we got. Rating: 9/10

𝑨𝒔𝒉𝒆𝒏 𝑶𝒏𝒆

32,822 Aufrufe • vor 3 Monaten

That is pure, grade-A ingenuity right there. When you marry a handyman, you aren’t just marrying a partner—you’re marrying a personal research and development department. There is nothing sexier than a man who sees a problem in the yard, walks into the garage, and walks out twenty minutes later with a custom, custom-engineered tool made from spare parts. What you are looking at is a homemade deep-root watering spike. When you plant young fruit trees, surface watering often leads to shallow root systems and high evaporation rates. By converting an old metal watering wand, smashing the tip to hold pressure, and drilling targeted holes along the shaft, he built a tool that delivers hydration directly to the root zone where the tree needs it most. It saves water, promotes deeper root growth, and helps the orchard survive the hot summer months. It is the perfect balance of practical farm life and a husband absolutely showing off his skills. You can't buy that kind of thoughtfulness at a big-box store. For anyone looking to replicate this brilliant DIY build, here are a few expert tips to maximize the design and keep your young trees thriving: Tips to Enhance the DIY Deep-Root Waterer Deburr the Holes: After drilling the water holes along the shaft, use a small file or sandpaper to smooth down any sharp metal edges. This ensures the wand slides into the dirt smoothly without catching on roots or tearing up the soil. Add a T-Handle: To make pushing the wand into hard or compacted soil easier on the back, consider adding a secure T-handle or cross-bar near the top grip. This gives you extra leverage to use your body weight rather than relying purely on arm strength. Control the Flow: Adding a simple brass shut-off valve right at the base of the handle allows you to easily turn the water on and off as you move from tree to tree, preventing mud splatters and saving water in between tasks. Calculate the Spacing: When drilling the holes, place them primarily on the lower third of the pipe. You want the water dispersing deep underground, not bubbling back up to the surface near the top of the grass line. A little creativity goes a long way. Having a partner who can build exactly what you need is a total game-changer.

PeachProof

23,019 Aufrufe • vor 2 Monaten