1,733 karma · joined February 13, 2023
(Ex-CG/VFX renderer dev)
Would be nice for a preference.
I feel this is a little disingenuous, especially given it then says QGIS takes ~10 mins to open the same file and then doesn't give a time for ArcGIS.
As much as I have respect for QGIS and what it's capable of (especially given its price point!), it's not always that fast: I recently looked into why drawing polygons interactively was so insanely slow (with the help of perf on Linux) in QGIS, and the code was basically suffering from 'painters algorithm' and is just a really inefficient implementation with loads of redraw and 'find-nearest-point' overhead.
I wouldn't be surprised (as another example: until recent releases, Blender's OBJ format importer was similarly orders of magnitude slower than other DCC apps OBJ importers - e.g. it would take > 2 hours to import a large .obj file other apps could ingest fully in under 30 seconds) if the code path just hasn't been looked at and optimised.
Third paragraph:
> On June 11th Mark Warner, the vice-chair of the Senate Intelligence Committee, said that General Joshua Rudd, who leads the National Security Agency and the Pentagon’s Cyber Command, had told him that Mythos “broke into almost all of our classified systems, not in weeks, but in hours”.
sudo sysctl iogpu.wired_limit_mb=18800
will allow you to use more, but you do need to leave a bit for the OS obviously!
std::shared_ptrs can also (because they're implicitly for sharing) alias, so the compiler has to assume the worst and emit loads in other cases, and there's no way (unless a newer C++ version has introduced it and I haven't noticed?) to use '__restrict__' with shared ptrs.
which is effectively the bible, and has been for years (I wrote mine and moved into the VFX industry when the Second edition was still out! - I feel old now)
Should pass them by const refs really to avoid this.
However, I'd just condition it for the moment.
so:
invDirX = dirX != 0.0 ? 1.0 / dirX : 0.0; etc, etc for each dimension.
Obviously doing the != 0.0 comparison is not great, as it suffers from potential issues again (especially if you have denormals), but you can generally get away with it I've found in most cases.
Also, as you're using full double/f64-precision all the time, you're leaving a fair bit of performance on the table: transcendentals (sin(), cos(), etc) in particular - can be a lot slower than when using f32, and generally double precision can be special-cased to particular areas of the renderer that need it (curve, sphere intersection, and some situations where volume scattering produces very small distances).
> // Sky-like background
comment for the ground! :) No doubt most of the training data is for sky...
Look at photos of Crystal Palace in 1851 for example.
> The Department of Government Efficiency cut approximately 15,000 USDA jobs and terminated thousands of USAID programs, including a screwworm monitoring project.
Or the per-pixel coord atomic I guess?
At least if it's progressive (so refines and resolves over time), this has been done with pointclouds in the VFX industry in GPU shaders for years in terms of stochastically drawing different points so eventually the whole point set gets rasterised to a fidelity threshold.
Future proofing I guess...
Really?! What OSs can handle that many native threads?
Also, this seems quite similar to stochastic progressive drawing of pointclouds for realtime that has been done for > 15 years in the VFX industry with GPU shaders in a tiled/bucketed fashion, unless this isn't progressive maybe? (The fact it's been accepted for Siggraph likely indicates it's slightly different).
You update it for them every 3/4 years (if they're lucky).
It probably makes a bit more sense to compare it to existing software subscriptions like Office, or the old-school 'per-seat' licenses per user for software.
Do you mean 2013 or 2023?
Very likely a lot of the difference is the types of email each address is getting.