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tel

11,017 karmajoined il y a 19 ans
jspha.com

[ my public key: https://keybase.io/tel; my proof: https://keybase.io/tel/sigs/hy256UGUMMtc9NhfOsck4vuCiby6UYNLw7VXBj4fGR8 ]

comments

tel
·avant-hier·discuss
Without having any opinion on whether or not the Bun team was meaningfully fuzzing their codebase... Andrew's claim was not about whether or not they were, it was noting that the story was different between what they claimed in conversation and what they stated in this article.
tel
·avant-hier·discuss
It's also a language of distancing from personal experience and honesty.

Not saying you're wrong. Professionalism is an important tool for maintaining professional relationships. Lack of professionalism is dangerous to the point where it is reasonable for certain kinds of societies to begin to shun people who don't engage with it.

And, at the same time, a certain amount of emotional honesty can be really important to share, too. And that includes some amount of judgement and criticism.

It sounds like Zig's relationship with Bun is over. While Anthropic/Jason/Bun did not write a personal narrative about the end of that relationship, they absolutely were the initiators and could not have done this in a more aggressive way. It feels to me to be approximately the equivalent of moving out in secret and serving the divorce documents through your lawyer.
tel
·il y a 25 jours·discuss
I think you've got it. You go in each day and work on things and talk with people working on things. There are multiple opportunities to share weekly, one or two are pretty regular and the rest are self-organized. Maybe you learn about something new and dive in, maybe you come up with a project and share it with others.

I think the beating heart is that everyone is there with some passion to learn and build and you're encouraged to do so collaboratively. It's surprising, I feel, how rare it is to have a community of folks who are all learning together and not afraid to dive in and figure things out. Recurse Center is a chance to spend 6 or 12 weeks building and then living in a place like that.
tel
·il y a 26 jours·discuss
I'm working on an easy-to-embed typed language called Ekto. I am taking a lot of inspiration from Koka and aiming to support full multi-shot delimited continuations all while keeping the virtual machine deeply predictable from the host side.

I'm also rebuilding an integrated task/knowledge/publication system I'd previously built atop Gemini's Gemtext format. While I loved the simplicity, I've discovered that there are lots of burrs in that design, especially on the publication side, which I'd be able to lift by using a more fully featured document format like Djot.
tel
·il y a 2 mois·discuss
I was asking questions about compiler techniques. Then when I got annoyed I started asking about experimental design. Both were very frustrating experiences once I started realizing how limited its responses were.

Though yeah the edgelord-y style faded after I criticized it a couple times.
tel
·il y a 2 mois·discuss
All my usage of Grok for technical topics shows it regularly deeply misunderstanding things and just parroting back my question in fancy language. It’s the only frontier model I get this impression of. That makes it super annoying when it tries to market itself as good at engineering tasks when it seems (to me) to be much worse at them.
tel
·il y a 6 mois·discuss
I think, yes, with greater splat density—and, critically, more and better inputs to train on, others have stated that these performances were captured with 56 RealSense D455fs—then splats will more accurately estimate light at more angles and distances. I think it's likely that during capture they had to make some choices about lighting and bake those in, so you might still run into issues matching lighting to your shots, but still.

https://www.realsenseai.com/products/real-sense-depth-camera...

That said, I don't think splats:voxels as pixels:vector graphics. Maybe a closer analogy would be pixels:vectors is the same as voxels:3d mesh modeling. You might imagine a sophisticated animated character being created and then animated using motion capture techniques.

But notice where these things fall apart, too. SVG shines when it's not just estimating the true form, but literally is it (fonts, simplified graphics made from simple strokes). If you try to estimate a photo using SVG it tends to get messy. Similar problems arise when reconstructing a 3d mesh from real-world data.

I agree that splats are a bit like pixels, though. They're samples of color and light in 3d (2d) space. They represent the source more faithfully when they're more densely sampled.

The difference is that a splat is sampled irregularly, just where it's needed within the scene. That makes it more efficient at representing most useful 3d scenes (i.e., ones where there are a few subjects and objects in mostly empty space). It just uses data where that data has an impact.
tel
·il y a 6 mois·discuss
Gaussian splatting is a way to record 3-dimensional video. You capture a scene from many angles simultaneously and then combine all of those into a single representation. Ideally, that representation is good enough that you can then, post-production, simulate camera angles you didn't originally record.

For example, the camera orbits around the performers in this music video are difficult to imagine in real space. Even if you could pull it off using robotic motion control arms, it would require that the entire choreography is fixed in place before filming. This video clearly takes advantage of being able to direct whatever camera motion the artist wanted in the 3d virtual space of the final composed scene.

To do this, the representation needs to estimate the radiance field, i.e. the amount and color of light visible at every point in your 3d volume, viewed from every angle. It's not possible to do this at high resolution by breaking that space up into voxels, those scale badly, O(n^3). You could attempt to guess at some mesh geometry and paint textures on to it compatible with the camera views, but that's difficult to automate.

Gaussian splatting estimates these radiance fields by assuming that the radiance is build from millions of fuzzy, colored balls positioned, stretched, and rotated in space. These are the Gaussian splats.

Once you have that representation, constructing a novel camera angle is as simple as positioning and angling your virtual camera and then recording the colors and positions of all the splats that are visible.

It turns out that this approach is pretty amenable to techniques similar to modern deep learning. You basically train the positions/shapes/rotations of the splats via gradient descent. It's mostly been explored in research labs but lately production-oriented tools have been built for popular 3d motion graphics tools like Houdini, making it more available.
tel
·il y a 6 mois·discuss
Definitely not common! Nice to hear I'm not alone either.

And yeah, I agree. Practically, it's the thing that annoys me the most day-to-day. I've mostly got wrapping set up to handle it now, but it remains a little finicky.
tel
·il y a 6 mois·discuss
I've recently begun replacing Markdown with Gemini's .gmi/gemtext format. It is Markdown with fewer features. I appreciate the simplicity and it's tremendously easy for custom tools to parse.

It has no inline formatting, only 3 levels of ATX headers (without trailing #s), one level of bullet points using only asterisk and not dash to delimit, does not merge touching non-whitespace lines (thus expecting one line per paragraph), and supports only triple-backtick fenced preformatted text areas that just flip on and off.

Maybe the biggest change is that links are necessarily listed on their own line, proceeded by a `=>` and optionally followed by alt-text.

My gemtext parser is maybe 70 lines and it is arguably 95% of what one needs from Markdown.
tel
·il y a 8 mois·discuss
SDFs still scale by geometry complexity, though. It costs instructions to evaluate each SDF component. You could still use something like BvH (or Matt Keeter’s interval arithmetic trick) to speed things up.
tel
·il y a 9 mois·discuss
Genuine question, how does SPIR-V compare with CUDA? Why is SPIR-V in a trench coat less desirable? What is it about Metal that makes it SPIR-V in a trench coat (assuming that's what you meant)?
tel
·il y a 11 mois·discuss
At the same time, if you want to use Claude to read the source and narrate how it works to you that’s trivial to do as a user.
tel
·il y a 5 ans·discuss
Even without subtraction defined, N is useful. Partial subtraction on N, as it is, is also useful. When I'm dealing with counts I pretty explicitly either want truncated subtraction or warnings when I overflow.

Perhaps the biggest issue all together is just that many languages will let you do 3u - 4u instead of outright making the syntax more obviously annoying to force you to think about the caveats and pick between {truncated, throwing, overflow} variants.
tel
·il y a 5 ans·discuss
Not every type pays it’s way, but the distinction between N and Z is well worn and useful. N measures the size of things while Z is a little more abstract. I think u64 can quickly convey a powerful intent.