pixelesque

Joined 3 years ago

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1,710
Submissions
440
Member since
Feb 13
Software Dev

(Ex-CG/VFX renderer dev)

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Recent submissions

Comment · 4 days ago
Well okay, not a "compound" per se, but it's a prefix/suffix, which similarly should use hyphens.
Comment · 4 days ago
That's a suffix word though, not a pause.

Hyphens should be used to link compound/suffix words, not em dashes.

Comment · 7 days ago
Without wanting to be snarky, are the "hand optimized" C++ benchmark files mentioned on the benchmark page available anywhere, as the ones in the "bench/cpp/" directory don't look that optimized to me?

e.g. I see a general lack of reserve()s on strings and vectors (a few tests do use them a bit, like `graph` and `particles`), and there are several other things which I wouldn't personally call "optimized", so I assume those ones are the 'idiomatic' ones?

Same goes for the Rust code: a lot of the code seems to be using Vec::new() and String::new(), instead of ::with_capacity() which would optimize the memory re-allocation (reducing it as the containers/strings grow).

Comment · 15 days ago
It's been a few years since I last tried, so hopefully no longer an issue, but trying to encode 8192 × 5464 images from a Canon R5 a few years ago with libavif, and avifEncoderAddImage() would return a generic error.

If I reduced the res a bit, then it worked, so there did seem to be a limit there somewhere. height and width are stored as u32s internally though, so yes, the format itself technically supports it...

I never looked into it more, so might have been a libavif issue, or maybe the way I was using it (maybe it has defaults or profiles?)

Comment · 17 days ago
Yeah, if you forget to set the handbrake on a car and it rolls down hill, you don't get to say "my car went rogue, it's not my fault."
Comment · 23 days ago
Comment · 24 days ago
Maybe a "ha-ha".
Comment · 24 days ago
One of the PRs I eventually managed to open 8 mins ago had a page flash up a generic error page containing a badge error of: "Unexpected token '<', "<!DOCTYPE "... is not valid JSON"
Comment · 27 days ago
> but there are none marked on Stewart Island or the Snares.

The only two lights (they're not 'houses') on Stewart Island are actually on this map.

The Snares don't have any.

Comment · 27 days ago
Comment · 27 days ago
They also have different fog horn timings as well.
Comment · 27 days ago
Happens on desktop with Firefox as well.

Looks like a bug with the view origin point being mis-matched with what the view's actually focused on - maybe high-DPI scale mis-match?

Comment · 27 days ago
They also often include "pairs" of lighthouses (high / low, front / rear) where newer ones have replaced older ones, but the older structure is still there (and often is now a museum), but isn't the active lighthouse.

Although this one has done a reasonable job at culling most of those out, at least on the south coast of England.

Comment · 28 days ago
Even in high-end VFX (previous industry - working on pathtracing renderers), things were often over-the-top in terms of how things were modeled (polycount) or how the lookdev (shader material definitions) were done.

Some of that was due to just human time resource constraints (and assets being modeled for director validation at full screen turn-table resolution, but then just used at 1/8 size in the film), but other times it was just people losing context as to what was "needed" or would even make any difference (unfortunately, often without considering the "cost" - in terms of memory usage and CPU-time for rendering / compositing) - vs look difference.

Then there are questions from the artists like "Why's this rendering so slow, it's 'only' a load of skyscrapers in a city with the camera 0.5 km away?"

You then have a look at what's actually going on, and all the rooms in the skyscrapers have modeled (and lookdev-ed) furniture and things like lamp shades around lights. Which A: is expensive memory-wise and just silly, but also makes light-transport to sample all the lights and light the scene (even with clever NEE light-sampling techniques) stupidly expensive.

Then again, that same building, this time being rendered from about 300m away was very slow to render, and we looked at the BSDF material stack, and there was a homogeneous volumetric scattering layer on the glass windows. Like - WTF - that's insane for a uni-directional path-tracer (and physically wrong). "What's this for, this is why it's so slow.?"

"Oh, it's to represent the algae/dirt on the glass".

"I'm sorry!?"

Comment · 29 days ago
Has that been announced?

The website mentions:

> FLUX 3 Image is available under a commercial weights license for companies running image generation at scale. Fine-tune and deploy it on your own infrastructure. Reach out to us to learn more.

I guess the open ones would be non-commercial?

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