Il est urgent de débrancher CNews, chaîne de destruction de la démocratie. Il ne s’agit pas de l’interdire mais de supprimer son autorisation de diffusion sur un bien public, la TNT, pour non-respect de ses obligations. Par @carinefouteau.bsky.social @mediapart.fr
www.mediapart.fr/journal/cult...
Posts by Axel Paris
Reflections on the Claude Code source code leak from @techtrenches.dev
“The leak isn’t the story.
The code is the story.”
I can never understate how automated tests - not unit tests - using my custom framework have improved my productivity. Tests are focused on tricky code, unobvious behaviors or when combinatorial explosion would make manual testing redhibitory.
(capture is in slowed down mode)
My 2 cents on the impact of Agentic AI on peer review: it's not looking good.
medium.com/@chriswolfvi...
N'importe quel gouvernement normalement constitué verrait dans une hausse des arrêts maladie, après une pandémie mondiale dont le virus est désormais chroniquement installé, un problème de santé publique. Sauf en France où on a pris l'habitude d'y voir une "dérive", autrement dit une fraude de masse
Adobe just released an Apache-2.0 licensed reference implementation of the OpenPBR Surface standard, extracted from their in-house Eclair renderer.
Neat trick: the reference implementation cross-compiles for C++, GLSL, Cuda, Metal, and Slang!
github.com/adobe/openpb...
I built a procedural medieval island map generator using Wave Function Collapse on hex grids. 4,100 cells, 900 possible states per cell, 60fps on mobile. Wrote up the whole process with lessons learned. Links below 👇 #threejs #webgpu
wrote a post about developing geometry libraries in this new reality where a robot can generate working code for damn near anything.
www.rms80.com/blog/2026-03...
An image of a 3D roof generated using the procedural Straight Skeleton algorithm
I open sourced the Straight Skeleton algorithm we use in @dungeonalchemist.com to generate the roofs. It's a very complex algorithm that took a long time to get right, so I'm very happy to share it with the world!
If you need procedural roofs in Unity, check this out.
github.com/Briganti-Gam...
cseweb.ucsd.edu/~tzli/novelt...
I gave an internal talk at UCSD last year regarding "novelty" in computer science research. In it I "debunked" some of the myth people seem to have about what is good research in computer science these days. People seemed to like it, so I thought I should share.
Je vous conseille l'intervention (à partir de 1h03) du directeur de l'école Méliès, ça parle de comment les écoles d'animation peuvent contrer la destruction de savoirs faire liés à IA générative en revenant aux bases de l'anatomie, du mouvement et de la composition d'image - sans logiciels.
Some procedural shapes I made in Unity and Desmos while writing my book "Shaders & Procedural Shapes." Should I add more?
The link in case you're interested ✨ jettelly.com/store/visual...
#indiedev #gamedev #unity3d
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Modeling faceted geometry as a 4D point process on a multiscale implicit grid enables real-time glint rendering for standard NDFs, with IS, anisotropy, and colored particles. Memory-free, in a standalone fragment shader. Our SIGGRAPH Asia 2025 paper: research.adobe.com/publication/....
Super happy and honored to share that our paper "BSP-OT: Sparse transport plans between discrete measures in log-linear time" won a *Best paper award* at SIGGRAPH Asia 2025!
If you are here, come see my presentation about this work Wednesday afternoon!
Many thanks to the award committee!
It's roughly 4 years since I started to work on the 3D sparse fluid solver for what will ultimately become EmberGen 2.0.
A quick look at the current performance state of the solver.
A previous retrospective thread from a couple years ago on that other place: x.com/vassvik/stat...
New project: ImAnim "Animation Engine for Dear ImGui" by @soufianekhiat.bsky.social
- Repo github.com/soufianekhia...
- Post github.com/ocornut/imgu...
Two years of working on Blender Video Sequence Editor: aras-p.info/blog/2025/11...
So far so good, let's continue! #blender #vse
The Graphics Replicability Stamp Initiative (GRSI, www.replicabilitystamp.org), a community-driven initiative to promote replicability in Graphics research, is seeking volunteers.
More details in the 'Volunteering' section of the home page.
La recherche basée sur la discussion méthodique appuyée sur les faits et le raisonnement, ne peut pas exercer sa mission d'intérêt général si elle est soumise à la validation politique a priori.
www.mediapart.fr/journal/fran...
Les libertés publiques sont notre affaire à toutes et tous.
Pendant 20 ans, on m’a dit que pirater les œuvres des artistes c’était le mal absolu et que ça allait détruire la culture, et maintenant on me dit que oh bon, les IA génératives, qu’est-ce qu’on y peut, hein, les gens vont s’en servir de toutes façons.
Présentement dans un train où deux mecs discutent doctement du fait que dans 4 ans plein d'emplois vont disparaître à cause de l'IA et qu'ils utilisent chatGPT pour lire des histoires à leurs enfants 🤪
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo đź’« gboisse.github.io/posts/this-i...
New blog post about the development of Radical Pie:
terathon.com/blog/radical...
Loved this article, thank you for sharing. It's great to see all these numbers and backed-up arguments all in a single place. Not that I needed some more convincing, but I'll use it myself to convince other people :D