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Digital Geometer, Assoc. Prof. of Computer Science & Robotics @CarnegieMellon @SCSatCMU and member of the @GeomCollective.
keenan.is/here

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I totally forgot that I first did sphere tracing in a fragment shader back in 2004. The earliest version was limited to 1024 instructions (NV35/GeForce 5): https://t.co/xAa87KnT7m

No NeRFs; just fun fractals. Are there even older GPU implementations? surely knows…

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There is some beautiful work on this topic by Bergou, Audoly, Vouga, Grinspun & Wardetzky:
https://t.co/eTIk1cK6pB
https://t.co/E3k5QqLt5K

The starting point is the "Rayleigh analogy": a viscous thread is just like an elastic rod, except you replace strain with strain *rate*. https://t.co/cc3MwgHezh

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