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skaplun
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Finally! All of that for just showing a dynamic illustration in app!
Bunch of algorithms was implemented for this dynamic illustration.
WIP version available (github.com/soufianekhiat/… no LaTeX yet!)
Depends on ImPlatform for custom shaders github.com/soufianekhiat/…
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skaplun retweetledi
skaplun retweetledi

Introducing Radiant: 80+ production-ready shaders and visual effects for the web. 0 dependencies, MIT license.
- multiple color themes
- ultra-realistic simulations
- webgl and 2d canvas
Pick one, copy source, integrate, ship.
radiant-shaders.com
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skaplun retweetledi

New ZibraVDB for UE v1.5.3 update!
The update brings two big visual improvements frequently requested by our community:
— Fully reworked ambient lighting. Previous method was free but was not precise enough. New ambient lighting brings high-fidelity visuals in shadowed areas without sacrificing performance.
— Full support for rectangular lights. ZibraVDB volumes finally support all UE’s light types.
ZibraVDB for UE v1.5.3. is available at Fab.com: lnkd.in/dnvkxBys
And on our website: zibra.ai
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skaplun retweetledi

I strongly recommend #Gamedevs take a look at the lectures from this #cpp #engine course. It includes pretty critical stuff to known such as #ECS, Memory Pooling, Game Loops, Collisions, Shaders, Steering Behaviors, Particle Systems, and Lighting youtube.com/playlist?list=… #ComputerScience #programming #unreal




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skaplun retweetledi

Full Tutorial and Project Files: youtu.be/L6ACHU7zIWI?si…
#b3d #Blender #geometrynodes #motiongraphics

YouTube
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skaplun retweetledi

Introducing ZibraGDS: Real-Time Geometry Without Limits
We’re thrilled to announce ZibraGDS (Geometry Data Structure) — our new solution for bringing massive geometry sequences into Unreal Engine in true real-time.
Until now, artists and developers faced trade-offs:
— Unreal’s Geometry Cache → bandwidth bottlenecks
— VAT → strict limits on frames & vertex count
ZibraGDS changes this.
By combining advanced compression with modern GPU pipelines, ZibraGDS unlocks:
✅ Millions of polygons in real-time
✅ Faster & more memory-efficient than UE’s Geometry Cache
✅ Support for complex effects — destruction, cloth, liquid, soft bodies & more
👉 Apply for Alpha access: zibra.ai/zibragds
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skaplun retweetledi

In the last couple of years, we have seen various attempts to utilize VDB in real-time use cases. This was bootstrapped by fast SSD drives, increased VRAM on modern GPUs, and the introduction of the NanoVDB, a new GPU-friendly OpenVDB layout.
But with all that, we never really saw a true, real-time example of VDB until ZibraVDB.
ZibraVDB enables true real-time for VDB by eliminating the main bottleneck, which is bandwidth. But since it is a novelty, there are many questions raised when working with VDB in real-time.
Magnus Larsson @MagnusL3D uses Houdini for simulating VDB effects and Unreal Engine for assembling scenes and rendering. The use of ZibraVDB plugin in his workflow is both impressive and exactly what we envisioned when creating the plugin for real-time workflows.
In our new article, we explore the many ways to apply the power of ZibraVDB, demonstrated by @MagnusL3D in his latest artwork and videos.
Read more: zibra.ai/case-studies/m…




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skaplun retweetledi

ZibraVDB volumetric compression technology for Houdini and Unreal Engine is now free for indie artists earning less than $100,000 per year.
Get it here: 80.lv/articles/zibra…
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skaplun retweetledi
skaplun retweetledi

We've made a large performance update for our volumetric compression plugin in UE, improving the overall performance by 40%.
You can read more about it in our blog post: zibra.ai/blog-posts/zib…
I'll explain the optimizations we did in this thread
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skaplun retweetledi

The free edition of #ZibraVDB is now available for #Houdini as well as #UnrealEngine
The new Houdini plugin, available via SideFX Labs, lets you compress #OpenVDB effects so that they run in real time for #gamedev and #virtualproduction
cgchannel.com/2025/04/get-th…
@zibraai
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skaplun retweetledi

Big Announcement! The latest release for ZibraVDB is here: featuring an expanded trial, complete Houdini integration, and custom solutions for studios: bit.ly/41XrMDH
Here’s what’s new in the latest ZibraVDB release:
📌 Extended Trial for Indie Creators
Indie creators can now get started with 5 free compressions of VDB sequences, enabling smaller teams to experiment with real-time volumetrics without the need for upfront licensing costs.
📌 Full Houdini Integration
Now available across all subscription tiers, this integration allows artists working with particles, fluids, and destruction effects to easily compress and import volumes into Unreal Engine, enhancing creative workflows.
📌 Studio Licensing with SDK
ZibraVDB Studio caters to enterprise needs, offering custom SDK integrations, offline licensing, and on-set consultancy, making it an ideal choice for Virtual Production and large-scale CGI operations.
There’s plenty more to discover—give ZibraVDB a try today: bit.ly/41XrMDH
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skaplun retweetledi

Showcase: pushing the limits of volumetric compression with ZibraVDB
We continuously strive to enhance the compression quality at Zibra AI, and we’re excited to share the latest results from our compressor.
👉Buy ZibraVDB: zibra.ai/zibravdb-prici…
Check out this detailed comparison showcasing different compression rates:
Original VDB Sequence: 23.5 GB, 150 frames, simulated in Houdini using Axiom by Theory Accelerated.
Compression: Transformed into .zibravdb files under various quality settings.
Rendering: Executed with Houdini Karma XPU for top-notch clarity.
👉 You’ve got to see it to believe it. Watch demo on YouTube to catch the action in stunning 4K: youtu.be/HeAiNxGX_NQ

YouTube
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skaplun retweetledi

So the PhysX CUDA kernel source code is now open source!!!
github.com/NVIDIA-Omniver… and github.com/NVIDIA-Omniver…
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@dmytro_bulatov C'mon, enough history. We know you have some heavy-duty rendering stuff up your sleeve. Bring it on already.
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skaplun retweetledi

Pushed some new posts to my blog
blog.boolka.dev
Part 3 of "Introduction to GPU Programming with D3D12" and still not a single line of d3d12 code 😅
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skaplun retweetledi

"Differentiable Logic Cellular Automata" is here!🎉 End-to-end differentiable, discrete-state NCA using logic gates! Self organizing systems, coming to hardware.
Check it out:
google-research.github.io/self-organisin…
work done with @eyvindn, @RandazzoEttore and @zzznah
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