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Fortgeführter Thread

Day 4 - The big question

I really love playing with these blend effects.
Math remains my mortal enemy.

I tried to fix yesterdays animation, but I just can't figure out the right settings for the perfect tiling, even though the math should check out.

But this loop at least should be seamless.

Also, today I learned that #Tooll3 actually somewhat half-heartedly renamed itself to #TiXL. But the old website is still up with no mention of that...

The @ardour #Lua scripting workshop at #LAC25 #INSA #Lyon has just started. And I am curious to learn how to extend the functionalities of this great free and #OpenSource #DAW in a programmatically way in #realtime.

As @lualang is #CrossPlatform like #Ardour is, you can draft your script on a Windows machine at work and refine it on your #Linux computer later at home, for example.

Let's see how we can automate tasks in Ardour sessions, which otherwise would require another person operating #plugin parameters, session properties, #routing, etc. interactively.

Fortgeführter Thread

The Orb · Part IV · Love

"Close your eyes, fall in love, stay there." · Rumi

Full version in 4k 60fps:
youtu.be/m3LjjM6I2uo

The fourth video in this series is once again created in TiXL with the new SDF forces in combination with my custom symmetrical turbulence force.
Soundtrack in Bitwig Studio.

May you be well!

· · ·

#mastoart#trauma#TiXL

The Orb · Part IV · Love

The only force that can heal us is love:

"Close your eyes, fall in love, stay there."
· Rumi

"You have to keep breaking your heart until it opens."
· Rumi

"The broken places is where the light comes in."
· Rumi

May you be well!

· · ·

#mastoart#trauma#TiXL

Voyager: Real-Time Splatting City-Scale 3D Gaussians on Your Phone

arxiv.org/abs/2506.02774

arXiv.orgVoyager: Real-Time Splatting City-Scale 3D Gaussians on Your Phone3D Gaussian Splatting (3DGS) is an emerging technique for photorealistic 3D scene rendering. However, rendering city-scale 3DGS scenes on mobile devices, e.g., your smartphones, remains a significant challenge due to the limited resources on mobile devices. A natural solution is to offload computation to the cloud; however, naively streaming rendered frames from the cloud to the client introduces high latency and requires bandwidth far beyond the capacity of current wireless networks. In this paper, we propose an effective solution to enable city-scale 3DGS rendering on mobile devices. Our key insight is that, under normal user motion, the number of newly visible Gaussians per second remains roughly constant. Leveraging this, we stream only the necessary Gaussians to the client. Specifically, on the cloud side, we propose asynchronous level-of-detail search to identify the necessary Gaussians for the client. On the client side, we accelerate rendering via a lookup table-based rasterization. Combined with holistic runtime optimizations, our system can deliver low-latency, city-scale 3DGS rendering on mobile devices. Compared to existing solutions, Voyager achieves over 100$\times$ reduction on data transfer and up to 8.9$\times$ speedup while retaining comparable rendering quality.