Recent submissions

Comment · 1 year ago
Thanks for sharing a simple setup that avoids SwiftPM. It is nice to have more options.

Swift has to shed the perception that it only works on apple platforms. I've found the the C++ interop to be pretty good for my computer vision use cases.

Comment · 1 year ago
Comment · 1 year ago
I built an interactive call graph interface targeting visionOS that I'll be open sourcing soon. My approach is to use the Language Server Protocol(LSP) as the itermediate format as many LSP implementations support the call hierarchy method. You can then proxy the commands to the headset for rendering. Using the LSP is nice because you can integrate the controls into small editor plugins and get live code analysis.

Most code analysis programs fail in some combination of editor integration, language support, iteration speed, or interactivity.

One of the big issues with visionOS right now is the divide between a full immersive space and a volume. There is a dev option to enable the virtual display to work in an immersive space, but normally a full metal rendered scene will hide your mac monitor. The volume requires RealityKit and provides no hand tracking data. My approach is to run the graph fruchterman-reingold spring embedder in a metal compute kernel updating a LowLevelMesh in a volume. The biggest limit I've faced is around 1000 input targets (graph nodes) is the most the RealitKyt renderer can support before the frame rate dips under 90Hz.

Good luck if you attempt visionOS, it is nearly undocumented.

Comment · 2 years ago
You can use it in the sun as it is using video passthrough not optical AR like the hololens.
Comment · 2 years ago
Really neat, are you running the cloth simulation on the CPU or GPU? How many elements are in the simulated cloth? Good luck on future AR projects!
Comment · 2 years ago
Nice, now I can have the nice concurrency syntax with the error handling I know and love. ♡
Comment · 2 years ago
Can you go into more detail on how it works or provide some references for articles/papers on implementing a system like this? Is it just RAG?

Testing it out, I'd say the results for "graph visualization" are focused if a bit incomplete. So to me it has high precision, but lower recall.

I don't see this searching comments. That could be a nice extension. Thanks for sharing.

Comment · 2 years ago
Comment · 2 years ago
Maybe all these years of staring into the uncaring blackness of my terminal has damaged my brain, but there are some real gems in "Tales from the TinkerPop."

"Grasily had been stationed at vertex v[32] for as long as he could remember. ... Grasily's commanding officer was org.apache.tinkerpop.gremlin.process.traversal.Traverser@76a36b71"

"The famous mystic traverser Gri Gurobindo (ग्री गुरोबिंदो) once said:

My single step in the graph is composed of the steps of numerous other traversers."

Our computers are at least 10,000 times faster than decades ago. Yet, are we having 10,000 times the fun?

Comment · 2 years ago
Comment · 2 years ago
Comment · 2 years ago
There has been a chicken and egg problem for gpu intensive media on the web. WebGL overhead limits complexity -> demanding applications remain native -> tooling for WebGL/WebGPU is limited or lags behind.

I bet these are some of the most complex WebGPU programs.

Congrats on the launch! Good luck on the optimization.

Comment · 2 years ago
It's neat, but I have a feeling this will result in very large downloads and long load times. Like the Unity WebGL exports of the past.

The car example https://car.tiwsamples.com/ took 120 seconds to load, making 1820 network requests, and transferred 392MB of data / 487MB decompressed.

You can deliver a significantly better user experience by building for the web directly.

Comment · 2 years ago
It was probably from my workloads being relatively small that I could get away with 90Hz read on the cpu side. I'll need to dig deeper into it. The metrics I was seeing were showing 200-300 microseconds of GPU time for physics calculations and within the same frame the cpu reading from that buffer. Maybe I'm wrong, need to test more.

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