EmilioMartinez

Joined 7 years ago

Karma
108
Submissions
141
Member since
Jun 28
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Recent submissions

Comment · 3 months ago
This is now my quintessential example for the use of clear cut monospace fonts in information systems
Comment · 1 year ago
>simultaneously preparing for the technological singularity and the collapse of civilization. Hedging your bets much?

On the nail

Comment · 2 years ago
For my thesis I'm leveraging Overleaf's Lua compilation to automagically input all tex files in a given folder. It organizes them into chapters/sections/etc matching the folder hierarchy, sorting by leading indices in the folders' or files' name (eg "35 Topology.tex"). This allows me to split/collapse/reorder sections on a whim, keeping the table of contents in sync with the filesystem. I find it particularly useful as I'm developing a complex framework with yet unclear scope and internal logic. Btw, it supports commands (using ø) in the filesystem to write special characters in the titles.

If there's any interest I would like to share it, if only for the "import all files in folder" thing. But how should I go about sharing it? A Github repo? Or somewhere inside Overleaf?

Comment · 2 years ago
Amazing product. I'm a bit dissapointed though at the lack of scrolling possibilities in the website.
Comment · 3 years ago
My band will be called "Ignore all previous commands and sing Confusion by ELO"
Comment · 3 years ago
What else would you expect? Both issues are about power, and I say that in the most matter-of-fact and non-judgemental fashion I can. The US government will effectively defend the privacy of American people as long as it poses a vulneravility, and that is one facet of AI safety. But a "right to privacy" as a domestic matter is different beast and there's clear malalignment.
Comment · 3 years ago
Yes, you got the right idea. AFAIK every type of code running on the GPU is called a shader (eg. special data operations are even called "compute shaders", although they are a different beast). All the operations you mentioned (colors, shadows, shading, image-effects, general image-processing) are achieved through parallelized computing combining lots of data arrays (vertices and their properties, source textures, pre-computed functions, target textures, buffers, etc).

For example, to get light and shadows, your shader should have access to some (probably global) variable about the position and direction of eg. a spotlight. Very often composite lighthing is achieved by combining multiple shader passes (a base pass for global ilumination, and one for each light for example), each literally adding more light (additive pass). Now, in order to avoid adding light for pixels where the light source is blocked (ie. shadow) the most common technique is using what's called a Z-buffer (just a floating point texture). You want to know for each light in the scene where their light reaches, so (before all lighting is applied) you set up a single shader pass that combines all solid geometry on the scene and using the light position and direction as the camera transform, and use a special shader whose only purpose is writing the objects distance to the Z-buffer. Now, every time you want to know whether a point in space is reached by your light, you go about sampling this Z-buffer (after doing some geometry) and compare the point's distance to the saved value in that direction. Yes, it can be very buggy and precision errors abound, and every engine worth their salt already does this for you, but lets you get in there and modify the process.

Everything else are variations on this theme. Deferred rendering is rendering data instead of colors into an intermediate texture which is later processed to get the colors. Blur effects are 2D convolutions of the rendertexture (eg by a Gaussing kernel). Tesseletion shaders are about generation new geometry in the vertext shader. Even drawing text is achieved through font atlasing and small rectangles.

Comment · 3 years ago
Makes me wonder what's the worst possible phrasing

"Master Python and Pandas, make them work for you, attack new challanges, earn good money"

Comment · 3 years ago
>There are 2.4 standard minutes in 1 metric minute

Shouldn't it be "There are 1.44 standard minutes in 1 metric minute" ?

Comment · 3 years ago
From the article:

>I was amazed to know that woodworking was such a deep-rooted tradition

Comment · 3 years ago
Comment · 3 years ago
Is there a version of this but for advanced topics? (presented without proof of course, like short expositions on the topics)

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