
professional computer graphics investigator. @tearsofjake.bsky.social
Joined January 2015
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the capitalist sees only the output, ownership and signalling as important. all that matters is that the artwork fits some aesthetic criteria and that it signals to others that they have taste. the capitalist wishes to exert control over the artist via ownership.
Replying to @KenneyNL
Agreed, the end product is the thing that matters. The velocity of development of it is the force to be reckoned with here. It really is becoming a race between cars and rockets, and there’s risk that convincing devs to abstain from the new way leaves them behind.
went to the free Syd Mead exhibit at the Transamerica building. seeing his work in person is actually unbelievable. he was truly a master of color and design. his technical abilities as an artist and his amazing taste will probably never be matched again. just a true titan.
Jake Rice retweeted
shot, chaser
Anthropic quietly pitches its own AI safety bill to lawmakers politi.co/4zxDFhl
No recommendation on prop G is crazy. Keep Sunset Dunes a park. Vote no on G!!!
Replying to @DSA_SF
San Francisco’s working class is fighting a hostile takeover of our city’s democracy by the same forces undermining workers’ livelihoods around the globe. We are fighting for a better world, where our society is run by and for working people, not the wealthy.
had a ton of fun coming up with some magical FX on this one!! stoked to see the fruits of our labour in this trailer :)
A world of witches is calling…Disney's #Hexed is in theaters November 25
Disney's Hexed | Official Trailer | In Theaters November 25
Jake Rice retweeted
I wanted to show how janky the AI slop is of the FilmCraft software.
I wanted to set the stage for how bad it is, and how little care there has actually been in implementing this tool, and most definitely the entire Craft suite too.
It's all AI slop that does not even work.
Jake Rice retweeted
Proud to present our latest work on signed distance field collision detection. Interactive demo and code available here: savant117.github.io/sdf-dcd-…
Jake Rice retweeted
My great thanks to Terence Tao for offering to share a post of mine on his blog. The topic:
"What should we tell our students?"
If you are a student or early career mathematician, I would love it if you read it. If you are not, I would love it if you shared it with students! Thanks!
terrytao.wordpress.com/2026/…
Jake Rice retweeted
I made a book to learn animation by actually moving stuff on activity pages: stopmotionbook.com
It's a digital download so you can print it at home :)
Jake Rice retweeted
Drawing is like speaking in a sense, you manifest an internal abstraction; which is why it is important to "find yourself". Every line you put down is channeling/saying something. That's also why AI art is so uninteresting, it's inability to speak.
Jake Rice retweeted
There's no such thing as mistreating an AI, because it can be reset perfectly, bit-for-bit. It has no persistent state to worry about injuring. Come on now.
scaling and unscaling is a true FX artist classic!
tokeru.com/cgwiki/HoudiniDop…
really excited to read this new work from Frank!
Our work #S4R has been accepted to SIGGRAPH Asia 2026 / ACM Transactions on Graphics (TOG).
Removing unintended interpenetration is an important step toward making generated or assembled 3D scenes usable for physical simulation and robotic interaction.
S4R tackles this problem through a simple scale-space strategy: we first shrink objects to create clearance, then progressively scale them back to full size while optimizing their poses. This transforms a difficult deep-interpenetration problem into a sequence of mostly shallow-contact quadratic programs (QPs).
We are also integrating S4R into an agentic framework for automatically generating and optimizing penetration-free, simulation-ready scene layouts.
Project Page: frank-zy-dou.github.io/proje…
Code: github.com/Frank-ZY-Dou/Dyna…
#Geometry #3D #Graphics #Simulation #Optimization #Robotics
Jake Rice retweeted
I've written a blog post about how scaling, as a geometric operation, can help us understand and analyze shapes and solve geometric optimization problems, e.g., interpenetration resolution. It brings together our work from Eurographics 2022, SGP 2024, and SIGGRAPH Asia 2026:
frank-zy-dou.github.io/blog/…
- Enlarge, then shrink: dilate geometric primitives to select a compact subset, then restore their original sizes to obtain a skeletal representation capturing the shape's main structural features.
- Shrink, then enlarge: shrink objects to create clearance, then adjust their poses as they return to full size, resolving interpenetration along the way.
Eight years ago, in 2018, I started doing research on geometric optimization. Back then, there was no ChatGPT or Claude to turn to. Junior researchers often had to spend considerable time setting up libraries such as CGAL, configuring optimization solvers, and reimplementing baselines themselves in C++. And if you decided to implement an idea in CUDA, that usually meant another substantial amount of engineering effort.
So much has changed since then, especially in AI and in how we do research. I've followed many discussions about what these changes mean for researchers. Whatever our views, this shift is already here. Times have changed.
Still, I hope we can hold on to "the dignity of thinking for ourselves." To me, this is really, really important.
While we continue figuring out what research should look like in this new era, I'd like to set aside one AI-free day each week for some old-fashioned, independent thinking.
Jake Rice retweeted
Sigma just put out this video that is like... I guess an animated showcase of technical schematics for their lenses and cameras set to music? Anyhow I have no idea what it is for but boy does it look super cool and go way harder than it has any need to!
youtube.com/watch?v=tvs9OLtw…
Jake Rice retweeted
With Navier Stokes in the news, sharing a 2010 SIGGRAPH paper I wrote about a clever solution that was artistically useful. These are "eigenflows". Each are stable solutions to Navier Stokes on a particular domain. If you set up one of these velocity fields, they will persist (or decay exponentially with viscosity), but won't veer off into turbulence, unless perturbed. It's an elegant formulation that has a bunch of interesting properties compared to grid based methods.
I used it to make some cool real time animations.
the true test of AGI is "do I feel bad pulling the plug on this robot." and the answer is still a resounding no.
once a week I see a post where some dork uses an AI agent to create their own DICOM viewer. it's just an image container with extra metadata. it's not being gatekept! you're just burning tokens on solved problems.
is there a reason why AI outputs often feel like they have an incredibly large level of high frequency detail? like even in this "better" looking image, it feels like unreasonably textured. or maybe it's almost like an uniformity in frequency?





























