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cyber_kinetist

2,421 karma · joined July 7, 2021

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cyber_kinetist··on Microsoft fire idTech team at Id software
I think it can actually be a bit better in terms of artistic consistency to have a fixed set of materials you can work with in a given game. Very important if you want any sort of stylized rendering!
cyber_kinetist··on Pledging another $400k to the Zig software foundation
I really do not understand how people talk about "Being rich / being a billionaire will make you fundamentally unhappy". Damn if I had all the money I have so many good-willed projects I want to throw money at!
cyber_kinetist··on Show HN: I wrote a C++ ray tracer from scratch without AI
Or for a better alternative, just use plain old indices rather than shared pointers.

The scene is only going to be loaded / unloaded all at once, you can just load the data into contiguous arrays and index from them. No need to use shared_ptr since lifetimes aren't that complex.

cyber_kinetist··on The Future of wasi-gfx and wasi:webgpu
I thought SDL3 covers everything on that front though? Don't think we need to reinvent the wheel too much for window management.
cyber_kinetist··on GLM 5.2 Is Out
> our American frontier AI companies are incredibly ethical

Ah... sweet summer child.

> Intellectual property theft. How can we be sure that no output of our American frontier AI models was used while training these Chinese models?

The US AI models are already using pirated copyrighted material off the Internet. If Chinese models also do this, they're at least giving it back to the people by releasing their weights as open source.

cyber_kinetist··on Orthodox C++ (2016)
The problem with metaprogramming-heavy C++ codebases is always compilation times and obtuse error messages...

Template metaprogramming is sometimes very useful to get around C++'s language restrictions, but I tend to use it sparingly.

cyber_kinetist··on Orthodox C++ (2016)
LLVM uses a hand-rolled version of RTTI for the best performance (the parent constructor accepts its runtime type as an enum), and it seemed that the maintenance costs for it aren't that high. (See https://llvm.org/docs/HowToSetUpLLVMStyleRTTI.html)

Or if you're even lazier, you can easily make a more automatic RTTI system with some templates / macros that works much faster than dynamic_cast! (See https://github.com/royvandam/rtti)

cyber_kinetist··on How liminalism became the defining aesthetic
https://en.wikipedia.org/wiki/Hauntology
cyber_kinetist··on How liminalism became the defining aesthetic
I feel that generative AI is the culmination of Baudrillard and Mark Fisher's thesis.

The world we live in is already dead, and we are wandering with its ghosts. After capitalism strips everything off its materiality and leaves only with its symbols, only the nostalgia for a non-existent past remains.

cyber_kinetist··on Gaussian Point Splatting
Yes but in a weird way (at least on vanilla 3DGS) - it duplicates the splats on the mirror side.

Vanilla 3DGS cannot do any specular lighting or reflections - the color is basically baked in the splats. There's some active research going on to create richer Gaussian splats so we can do shading (or even ray tracing on it) - but haven't seen anyone using in production yet.

cyber_kinetist··on Gaussian Point Splatting
Cannot find anything related to Monte Carlo methods in the source code. I thought Spark implemented a conventional 3DGS pipeline with LoD optimizations (And it seems they do the sorting on the CPU using Rust/WebAssembly because of WebGL limitations)
cyber_kinetist··on Gaussian Point Splatting
Note that the first published work of rendering Gaussian Volumes was in this 1991 paper (https://articles.tomasparks.name/publications/Westover1991.p...) - so 3DGS is really a rehash of an old method from the 90s!

The contributions of 3DGS lie in how fast you can make them in modern GPU hardware (tiling + sorting with threads), and how to make the pipeline differentiable so that you can fit the Gaussian splats with photogrammetry data. Similar to the history of deep learning, it became technically feasible once the GPU hardware was powerful enough.

cyber_kinetist··on Gaussian Point Splatting
Really nice idea for 3DGS rendering - though the main problem is the noise (an unfortunate issue for all Monte-Carlo based methods).

I think future papers would probably continue improving on this method and focus on how to sample the points more efficiently while being unbiased (similar to how ray-tracing solved their performance issues). Or maybe... we can just add a deep-learning based denoiser and call it a day!

cyber_kinetist··on Gaussian Point Splatting
You can launch much more logical threads than the available physical threads. The GPU scheduler will automatically dispatch the work to the SMs.
cyber_kinetist··on Nvidia Removes Gaming Revenue Category from Financial Reports
Unfortunately you need specialized hardware for triangle rasterization, and TPUs / Compute oriented GPUs cannot really do this efficiently.

Some gamedevs hoped Nanite would eliminate the need for rasterization hardware, but because it's only performant in certain scenarios (very high poly meshes) consumers are pushing back against this.

cyber_kinetist··on Native all the way, until you need text
Does it mix well with text input? What I really want is a native WYSIWYG Markdown editor - in a similar fashion to Typora (Electron) or Milkdown (a JS library).
cyber_kinetist··on Native all the way, until you need text
I just wish there was a native Markdown renderer / editor library in C that I can use cross-platform - in the style of something like IMGUI (where the library outputs a list of primitives for you to render yourself in any graphics API).

Or well... since we now have Claude I might have a jab at this someday in my free time.

cyber_kinetist··on CUDA-oxide: Nvidia's official Rust to CUDA compiler
I'm quite interested in how they dealt with Rust's memory model, which might not neatly map to CUDA's semantics. Curious what the differences are compared to CUDA C++, and if the Rust's type system can actually bring more safety to CUDA (I do think writing GPU kernels is inherently unsafe, it's just too hard to create a safe language because of how the hardware works, and because of the fact that you're hyper-optimizing all the time)
cyber_kinetist··on Show HN: Countries where you can leave your MacBook at a random coffee shop
South Korea has CCTVs all over the place (especially in the cities), and even small-scale robbery is treated as a very serious crime that often it's not worth the risk.
cyber_kinetist··on Eka’s robotic claw feels like we're approaching a ChatGPT moment
The problem - robots do break, they need constant maintenance, repair, and replacement (especially the smaller ones like the humanoids), and can go wrong in all sorts of situations. The costs for robot maintenance largely depend on the reliability of hardware and that should be included in the ROI calculation (which almost no one is doing right now)
cyber_kinetist··on DeepSeek V4–almost on the frontier, a fraction of the price
Yeah even the Chinese open models have a problem that inference costs for these aren't that cheap. The only way out for the AI bubble collapse is simply more efficient hardware at lower costs and infrastructure setup downtime.
cyber_kinetist··on OpenAI misses revenue, is the AI bubble bursting?
What if the competitors are also expensive? If one of OpenAI and Anthropic raises prices, the other one will follow suit (since both have the same profitability problem).

Open source models currently look good on paper, but the flagship models are still quite huge and cannot be run efficiently on consumer hardware, thus having the same inference hosting cost issues (I'm assuming OpenAI and Anthropic has done a shit ton of optimizations already on their servers.) The main breakthrough needed is plainly cheaper and more efficient hardware (such as TPUs or Huawei Ascends), and how to scale infrastructure quickly without losing money.

cyber_kinetist··on OpenAI misses revenue, is the AI bubble bursting?
Claude and Claude Code are still quite useful even when considering the recent degradations, so I don't think corporate users will leave easily especially considering that they're subsidized by their companies. I think the most likely scenario is that Anthropic will remove the Max ($100 / $200) subscriptions (which were the sweet spot for most users) and opt for token-based prices instead, which will make the average cost 2x ~ 3x higher which will keep them afloat in terms of ROI. Performance will plateau though since model research cannot sustain itself any longer, and then it's only a matter of how fast the open-source Chinese models will catch up in efficiency.
cyber_kinetist··on Show HN: Turning a Gaussian Splat into a videogame
Extracting a surface mesh is possible, but the result is going to be really ugly (like the high-poly meshes from generative AI that are useless to artists)!

Mesh processing is a very difficult research domain in computer graphics that has been iterated for several decades, and we still don't have a good automated solution for retopology (Partly because the problem is hard to define in a mathematical way, but also since it's not a problem you can just solve with AI by throwing data and compute at it)

cyber_kinetist··on Show HN: Turning a Gaussian Splat into a videogame
Editing Gaussian Splats is still a pain in the ass in the artist's perspective. Even if you can create a good-enough first try using scanned data or generative AI, you just end up with a rough draft that you cannot polish in any way. Existing mesh-based tools allow you to edit the geometry relatively easily, since they are in a higher level discrete representation rather than just a point cloud data structure.
cyber_kinetist··on Simulacrum of Knowledge Work
"The simulacrum is never what hides the truth - it is truth that hides the fact that there is none. The simulacrum is true." - Jean Baudrillard

Aligned with the theory of Bullshit Jobs - LLMs expose the fact that the white collar work most of us have been doing at this point were actually bullshit. When LLMs "fake" work, it actually hides the reality that there was no meaningful work here in the first place.

cyber_kinetist··on 30 Years Ago, Robots Learned to Walk Without Falling
> Humanoid robotics wasn't a hardware problem back then, and isn't a hardware problem today.

It definitely still is a hardware problem today - humanoids force you to miniaturize gears, motors, and other parts (especially with the hands) which make them incredibly fragile and inaccurate. You're basically fighting against the laws of physics, so improvement on this front has been pretty slow. And tactile sensors which are key for complex manipulation tasks are still a far way to go in terms of resolution and reliability - so most robotics startups tend to rely on cameras for everything.

I think that in order to have humanoids that are actually capable of matching or exceeding the actual mechanical capability of humans, you need large advancements not just in AI but in material science as well - no machine can still match the efficiency of humans with its biological muscles, tendons, the skin / fat that surrounds them, and its vast array of sensory input.

cyber_kinetist··on When do we become adults, really?
But we know that nobody really does that - it's just too hard and lonely to accept all responsibility solely to ourselves, even as an adult. That's why we learn to rely on each other sometimes, and I don't think that's a childish or irresponsible act!
cyber_kinetist··on The Shape of Inequalities
The inequality stuff is just typical math olympiad material. Needed for solving olympiad problems, but doesn't matter that much for your overall math education from college and beyond.
cyber_kinetist··on Ask HN: What is it like being in a CS major program these days?
I had one during my undergraduate years: four people had to work together as a team to build a full web service from scratch and present it at the end of the semester. The lectures from the professor were mostly about general software engineering practice (version control, testing, etc.) and OOP / design patterns - but apart from that the real deal was that you had to learn the entire frontend / backend web stack (which the TAs covered instead, at breaknecking speed). Obviously it was known to be the most brutal and hardcore course in the entire CS department, but you got decent grades given that you actually survived the whole thing, and it's often said to be one of the most memorable ones (I've heard an anecdote that the single course was more helpful than interning at Google for half a year)
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