<story><title>Stanford Bunny</title><url>https://en.wikipedia.org/wiki/Stanford_bunny</url></story><parent_chain></parent_chain><comment><author>flakiness</author><text>I had no idea about Easter when I downloaded and tweaked  the mesh model as a collage student. It was too foreign to me as a non-Christian county (Japan) resident. I dreamed to get to see that &amp;quot;special&amp;quot; bunny someday. Now live in U.S. the same-looking bunny is everywhere and I&amp;#x27;ve lost the interest getting one. Still, from time to time I wonder which bunny it exactly was and if I can find one, in the mob.&lt;p&gt;Tangentially related, I bought a teapot from Melitta on e-bay and am still using it. It&amp;#x27;s not &amp;quot;that&amp;quot; one, but it shares some of the taste from the brand. The teapot has a piece of uniqueness, unlike the bunny.</text></comment>
<story><title>Stanford Bunny</title><url>https://en.wikipedia.org/wiki/Stanford_bunny</url></story><parent_chain></parent_chain><comment><author>SavantIdiot</author><text>Hugh Hoppe, from Microsoft, wrote some fundamental progressive-mesh code that he showed at SIGGRAPH &amp;#x27;97 using this model. Instead of the code having to choose from different model resolutions (like the original four bunny models), the algorithm would allow DirectX to reduce the vertex count based on the rendered size of the object (1 pixel only needs 1 vertex!) to save compute cycles.&lt;p&gt;I wonder if geometry compression is still a thing given the performance increases of GPUs. I haven&amp;#x27;t done 3D driver work since DirectX 5....</text></comment>