https://developer.apple.com/documentation/safari-release-not...
194 karma · joined January 6, 2017
https://developer.apple.com/documentation/safari-release-not...
It seemed much bigger/longer than the one listed here, wonder if I'll be able to find it in the fireball database.
Rendering basically means, to take data & logic and transform it into a view for another system (or person).
Graphical rendering is probably the needed operative word for this point? A bit of annoying semantics but I think rendering just means to provide a structured view for some state.
- businesses own the customer relationship
- there are network effects
- content is distributed
It does feel disruptive to me though that as margins come down, even more share of the pie goes to infra than to the content or product distributors.
If I had to make an investment thesis I'd probably lean on (1) content production costs trending to 0 (2) algorithmic, efficiency, or scale advantages
Would be cool if standards bodies for next-gen media types added this to their processes, though I don't know enough to say whether that's even viable or not.
Also I feel like there's plenty of people who would take the other side of the bet. Who wants to make it?
I don't think traditional AAA makes sense in the browser right now, but I see all sorts of UGC experiences having large synergy with web standards. The business playbook is largely there too.
One reason the market isn't sufficiently large yet is really because of the creation tools at our disposal imo. Web 2.0 explosion was arguably driven by great network effects of the proliferation of mobile cameras.
Right now, none of my friends make 3D content. I personally believe that's going to change with depth sensors, 3D scanning, nerf, generative content, etc.. so the trendline is there for me to buy this theory. I'd look more towards social games, hangout type experiences, or async consumption... as opposed to realtime, networked, embodied, immersive.
Side-note: Apple has demonstrated the willingness to change their tune on WebGL, I suspect they'll catch up pretty quick.
Jobs presented "iPhone" and article-less was dominant in all company messaging for the product.
Without knowing a dang thing about AI, it feels like the problem moreso lies in:
1. Math related to topology: vertices, faces, edges, tri vs quad etc
2. Different topologies for the same object are better for different use cases. Rendering, skinning, morphing, physics etc all have different optimal topologies, and the definition of optimal varies based on workflow and scene specifics or even the human who has skills based on certain topological preferences. In other words, I'm not sure how much of 3D workflows are standardized even -- getting the topological data for workflows is no easy task, and it's not super usable until the model output can plug right into a workflow and the existing DCC ecosystem.
text2img generates a static asset, text2mesh is far more interesting beyond just the static rendering part which is where mesh topology becomes a big sticking point.
I think the premise of this is text-to-3D, and that because it's quicker generations you don't really need anything besides a GPU to start playing around with it.
I have to imagine a lot of ML infra today is built for Big Dedicated Deployments and not necessarily friendly with more serverless architectures.
That is to say, I'd guess a robust version of this has it's use cases - whether that value prop is in DX, autoscaling, architecture simplification... I'm not sure.
In particular:
- Autoscaling Stable Diffusion Inference
- Traditional creative workflows (realtime GPU viewport in octane for example)
- Gaming from one GPU in your house to everywhere else
I get the training example for small models but can't imagine it scales that well with model size
The big value seems to be... share 1 GPU to many computers, so spend less on a cluster? Capacity fungibility is real value but hard to measure!
In any case, stuff like this is a good bet. GPU software will continue to increase in prevalence, and utilization will remain low. Solving for the compute market liquidity is important despite NVIDIA's best efforts.
A true cloud native game (sadly part of Stadia's original ambitions) would hopefully have a more e2e state management approach inclusive of the pixel latency.
This is very different from "local multiplayer" pixel streaming, which may be what companies like Switchboard[1] are doing: multiple clients control the same I/O channel (e.g. you and I share a mouse on a single remote desktop)
Jokes aside, I wonder how much of the computational photography in smartphones today is "hallucinating" and showing something perceptually nice versus photos that are physically accurate.
Something tells me that most users don't care about accuracy of the content as much as it looking nice, so I wouldn't be surprised to see faked optical zoom based on hallucination techniques soon.
https://machinelearning.apple.com/research/stable-diffusion-...
It will be interesting once Vercel offers colo'd data sources and more with their edge rendering, which they just announced: https://vercel.com/blog/regional-execution-for-ultra-low-lat...
Any chance you guys measured this speed difference? Was there a path considered to locally cache api responses on the vercel server or in middleware somewhere?
Trying to reason about a similar decision right now. There's probably a simple way to cache hot backend request/responses to get static-like speeds?
How many engineers get to work on a part of the stack that has some room for fundamental breakthroughs or new paradigms? The total number has maybe grown in the last 50 years, but not the proportion?
It's hard to justify an engine swap once there's so much investment riding on the old one, so just not a lot of people are researching how to make that new OS.
That is until a Tesla comes around and shows the market what could be better/faster/cheaper.
The irony is that if you had a great discriminator to separate the wheat from the chaff, that it would probably make its way into the next model and would no longer be useful.
My only recommendation is that OpenAI et al should be tagging metadata for all generated images as synthetic. That would be a really interesting tag for media file formats (would be much better native than metadata though) and probably useful across a lot of domains.
r3f export from spline also seems pretty easy but I haven't tried it yet: https://twitter.com/0xca0a/status/1519751065222238211
The reason you'd use gltfjsx (which that example doesn't) is to have fine grained controls for every node in the scene graph. In the case of the watch, this would map to having a component for each mesh or gear, which can be controlled with mechanics/physics.
With that said, the raw webGL approach here is arguably more educational, so goal achieved I think!
[1] https://docs.pmnd.rs/react-three-fiber/getting-started/examp...
Edit: there's actually a 50 LOC watch example with r3f: https://codesandbox.io/s/bouncy-watch-qyz5r