
TINRS — Terrain Implicit Neural Representation
Sep 2025 - Present
As a part of my graduate research, I'm replacing the traditional terrain rendering pipeline with neural networks. Instead of decoding massive elevation tiles at runtime, TINRS trains compact models (~0.5-1MB) that the GPU evaluates directly via Vulkan compute shaders. I went through about 6+ architectures before landing on multi-resolution feature grids: 30× compression over raw data, with accuracy within the source data's own measurement noise. The Zig viewer hits 20,000+ FPS on desktop and 300 FPS on a Raspberry Pi 5. Paper in progress.




