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  1. More Blender VSE tidbits

    Here’s a bunch of random things that happened in Blender Video Sequence Editor (VSE) since the previous blog post.

  2. A Blender issue #152467 (“File Browser thumbnail cache broken with large amount of images”) reminded me to write this up.

  3. Unity vs floating point

    A tweet by @VehiclePhysics sparked my interest.

  4. Syntonic Dentiforms redux

    Some 22 years ago nesnausk!

  5. Rapidhash Unity port

    Ten years ago I was writing about various non-cryptographic hash functions.

  6. Two years of Blender VSE

    So, Blender 5.0 has shipped while I was away at the excellent Graphics Programming Conference, but while all that was happening, I realized it has been two years since I mostly work on the Blender Video Sequence Editor (VSE).

  7. OpenEXR vs tinyexr

    tinyexr is an excellent simple library for loading and saving OpenEXR files.

  8. This is about an update to Blender video editing Scopes (waveform, vectorscope, etc.), and a detour into rendering many points on a GPU.

  9. Back in 2021 I looked at OpenEXR lossless compression options (and I think my findings led a change of the default zip compression level, as well as change of the compression library from zlib to libdeflate.

  10. Voronoi, Hashing and OSL

    Sergey from Blender asked me to look into why trying to manually sprinkle some SIMD into Cycles renderer Voronoi node code actually made things slower, and I started to look, and what I did in the end had nothing to do with SIMD whatsoever!

  11. Three years ago I found myself speeding up Blender OBJ importer, and this time I am rewriting Blender FBX importer.

  12. US New Orleans Trip 2025

    We just spent a week-and-a-bit in southern part of United States, so here’s a bunch of photos and some random thoughts!

  13. Rune Skovbo Johansen has a really sweet Surface-Stable Fractal Dithering technique, where the dither dots “stick” to 3D surfaces, yet the dot density adapts to the view distance and zoom level.

  14. Doom in Blender VSE

    You know how in Blender Video Sequence Editor (VSE) you can create Color strips, and then their color is displayed in the timeline?

  15. Verbosity of coding styles

    Everyone knows that different code styles have different verbosity.

  16. A year in Blender VSE land

    Turns out, now is exactly one year of me working on the video sequence editor (VSE).

  17. This will be about how when in your C++ code you have a “vector math library”, and how the choices of code style in there affect non-optimized build performance.

  18. Random thoughts about Unity

    Unity has a problem From the outside, Unity lately seems to have a problem or two.

  19. I did a bunch of work for Blender 4.1 video sequence editor, and since no one revoked my commit access, I continued in the same area for Blender 4.2.

  20. Kyrgyzstan Trip 2024

    Just spent 10 days around in Kyrgyzstan, so here’s a bunch of pictures!

  21. You know Playdate, the cute yellow console with a crank?

  22. I accidentally Blender VSE

    A bit over two months ago I started to contribute a bit of code to Blender’s Video Sequence Editor (VSE).

  23. Two years ago: left Unity

    I left Unity at start of 2022.

  24. Gaussian explosion

    Over the past month it seems like Gaussian Splatting (see my first post) is experiencing a Cambrian Gaussian explosion of new research.

  25. Previous post was about making Gaussian Splatting data sizes smaller (both in-memory and on-disk).

  26. In the previous post I started to look at Gaussian Splatting.

  27. SIGGRAPH 2023 just had a paper “3D Gaussian Splatting for Real-Time Radiance Field Rendering” by Kerbl, Kopanas, Leimkühler, Drettakis, and it looks pretty cool!

  28. Introduction and index of this series is here.

  29. Float Compression 8: Blosc

    Introduction and index of this series is here.

  30. Introduction and index of this series is here.

  31. Introduction and index of this series is here.

  32. Introduction and index of this series is here.

  33. Introduction and index of this series is here.

  34. Introduction and index of this series is here.

  35. Introduction and index of this series is here.

  36. Introduction and index of this series is here.

  37. Float Compression 0: Intro

    I was playing around with compression of some floating point data, and decided to write up my findings.

  38. Some years ago Matt Pharr wrote an excellent blog post series, “Swallowing the elephant”, in which he describes various optimizations done in pbrt using Disnay’s Moana Island Scene.

  39. PC GPUs use “BCn” texture compression formats (see “Understanding BCn Texture Compression Formats” by Nathan Reed or “Texture Block Compression in Direct3D 11” by Microsoft).

  40. Wavefront .obj file format is a funny one.

  41. A while ago I wrote about speeding up Blender’s Wavefront OBJ exporter.

  42. Optimizing Oklab gradients

    An example how one might optimize Oklab color space gradients by… not doing anything related to Oklab itself!

  43. Some days ago I noticed that on a Mac, doing snprintf calls from multiple threads shows curious lack of scaling (see tweet).

  44. This tweet by @zeuxcg sparked my interest: If you think of Ryu as the gold standard of shortest correctly rounded floating point output, note that there’s still active research happening in this area, with papers from 2020-2021 (Schubfach, Dragonbox), with

  45. People smarter than me have already said it (Bart Wronski on twitter), but here’s my take in a blog post form too.

  46. EXR: Filtering and ZFP

    In the previous blog post I looked at using libdeflate for OpenEXR Zip compression.

  47. EXR: libdeflate is great

    Previous blog post was about adding Zstandard compression to OpenEXR.

  48. EXR: Zstandard compression

    In the previous blog post I looked at OpenEXR Zip compression level settings.

  49. EXR: Zip compression levels

    Update 2021 October: default zip compression level was switched from 6 to 4, for OpenEXR 3.2 (see PR).

  50. EXR: Lossless Compression

    One thing led to another, and I happened to be looking at various lossless compression options available in OpenEXR image file format.