Generally yes, but we're still working on it all these years later! This article by Chris Brejon offers a very in-depth look into the differences brought about by different display transforms: https://chrisbrejon.com/articles/ocio-display-transforms-and...
The "best" right now, in my opinion, is AgX, which at this point has various "flavours" that operate slightly differently. You can find a nice comparison of OCIO configs here: https://liamcollod.xyz/picture-lab-lxm/CAlc-D8T-dragon
People are working on recovering PBR properties, rigging, and editing. I think those are all solveable over time. I wouldn't start a big project with it today, but maybe in a couple years.
If you want a real cursed problem for Gaussian splats though: global illumination. People have decomposed splat models into separate global and PBR colors, but I have no clue how you'd figure out where that global illumination came from, let alone recompute it for a new lighting situation.
Also, since it's slightly hidden in a comment underneath the abstract and easy to miss, here's the link to the paper's project page: https://stopaimme.github.io/GI-GS-site/
> The kernel is still adding support for some 32-bit boards, he said, but at least ten new 64-bit boards gain support for each 32-bit one.
And
> To summarize, he said, the kernel will have to retain support for armv7 systems for at least another ten years. Boards are still being produced with these CPUs, so even ten years may be optimistic for removal. Everything else, he said, will probably fade away sooner than that.
Punctuation characters tend to be pretty consistent; there's a few lineages of roguelikes that copy them from each other, and only a handful of things a given mark can mean. ! means potion
Letters are almost always monsters, but which monsters are in which game is anyone's guess.
Caves Of Qud uses Markov chain generated text to great effect in some places. I think something light that's still more competent than Markov chains has a lot of potential.
I don't think either reach the real wtfs of their language. id() does some weird things with string interring, javascript coerces cross-type arithmetic into weird nonsense instead of throwing a type error. Whatever, neither of these come up in the real world.
Builds so messy that you need to resort to venv, every second DOM API being someFunc(thirdMostImportantArgument, { mostImportantArgument: val }), these are the real wtfs.
The stories I've heard have been mostly about scraper bots finding APIs like "get all posts in date range" and then hammering that with every combo of start/end date.
Gaussian splatting models the scene as a bunch of normal distributions (fuzzy squished spheres) instead of triangles, then renders those with billboarded triangles. It has advantages (simpler representation, easy to automatically capture from a scan) and disadvantages (not what the hardware is designed for, not watertight). The biggest disadvantage is that most graphics techniques need to be reinvented for it, and it's not clear what the full list of advantages and disadvantages will be until people have done all of those. But that big disadvantage is also a great reason to make tons of papers.
They don't create contiguous surfaces, and GPUs are optimized to deal with sets of triangles that share vertices (a vertex typically being shared by four to six triangles), rather than not shared at all as with this.
"Watertight" is a actially a stronger criterion, which requires not only a contigous surface, but one which encloses a volume without any gaps, but "not watertight" suffices for this.
reply