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Here’s a bunch of random things that happened in Blender Video Sequence Editor (VSE) since the previous blog post.
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A Blender issue #152467 (“File Browser thumbnail cache broken with large amount of images”) reminded me to write this up.
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A tweet by @VehiclePhysics sparked my interest.
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Some 22 years ago nesnausk!
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Ten years ago I was writing about various non-cryptographic hash functions.
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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).
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tinyexr is an excellent simple library for loading and saving OpenEXR files.
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This is about an update to Blender video editing Scopes (waveform, vectorscope, etc.), and a detour into rendering many points on a GPU.
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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.
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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!
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Three years ago I found myself speeding up Blender OBJ importer, and this time I am rewriting Blender FBX importer.
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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!
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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.
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You know how in Blender Video Sequence Editor (VSE) you can create Color strips, and then their color is displayed in the timeline?
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Everyone knows that different code styles have different verbosity.
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Turns out, now is exactly one year of me working on the video sequence editor (VSE).
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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.
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Unity has a problem From the outside, Unity lately seems to have a problem or two.
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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.
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Just spent 10 days around in Kyrgyzstan, so here’s a bunch of pictures!
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You know Playdate, the cute yellow console with a crank?
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A bit over two months ago I started to contribute a bit of code to Blender’s Video Sequence Editor (VSE).
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I left Unity at start of 2022.
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Over the past month it seems like Gaussian Splatting (see my first post) is experiencing a Cambrian Gaussian explosion of new research.
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Previous post was about making Gaussian Splatting data sizes smaller (both in-memory and on-disk).
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In the previous post I started to look at Gaussian Splatting.
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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!
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Introduction and index of this series is here.
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Introduction and index of this series is here.
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Introduction and index of this series is here.
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Introduction and index of this series is here.
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Introduction and index of this series is here.
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Introduction and index of this series is here.
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Introduction and index of this series is here.
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Introduction and index of this series is here.
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Introduction and index of this series is here.
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I was playing around with compression of some floating point data, and decided to write up my findings.
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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.
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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).
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Wavefront .obj file format is a funny one.
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A while ago I wrote about speeding up Blender’s Wavefront OBJ exporter.
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An example how one might optimize Oklab color space gradients by… not doing anything related to Oklab itself!
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Some days ago I noticed that on a Mac, doing snprintf calls from multiple threads shows curious lack of scaling (see tweet).
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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
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People smarter than me have already said it (Bart Wronski on twitter), but here’s my take in a blog post form too.
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In the previous blog post I looked at using libdeflate for OpenEXR Zip compression.
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Previous blog post was about adding Zstandard compression to OpenEXR.
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In the previous blog post I looked at OpenEXR Zip compression level settings.
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Update 2021 October: default zip compression level was switched from 6 to 4, for OpenEXR 3.2 (see PR).
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One thing led to another, and I happened to be looking at various lossless compression options available in OpenEXR image file format.