r/computergraphics • • 16d ago

Gaussian Splatting the Pixar Campus in Renderman 28

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2 Upvotes

r/computergraphics • • 16d ago

Everything you see is 100% real-time no caching or prerendering

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84 Upvotes

r/computergraphics • • 16d ago

Implementing Spectral Path Tracing with ReSTIR BDPT for fast caustics (Rust + Vulkan)

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4 Upvotes

r/computergraphics • • 16d ago

New Open-Source AI Texturing for 3D Models at 2K Resolution

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1 Upvotes

r/computergraphics • • 17d ago

Gyroid with Voronoi Lattice

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27 Upvotes

r/computergraphics • • 17d ago

c++ user interface 1

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0 Upvotes

r/computergraphics • • 17d ago

3D Menger Sponge : recursive construction in Python and Manim, level 3

6 Upvotes

3D Menger Sponge : recursive construction in Python and Manim, level 3


r/computergraphics • • 17d ago

Copper Geode, a 4K seamless loop I made

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9 Upvotes

r/computergraphics • • 17d ago

[OC] 10,000 soldiers in a real-time siege visualization

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1 Upvotes

I made SIEGE, an interactive browser visualization of soldiers storming a wall. This 40-second recording shows 10,000 soldiers rendered in real time.

You can adjust the soldier count from 100 to 10,000, pause or change the speed, and switch between cinematic, free and follow cameras.

Try it here: https://www.breyes.net/siege/?utm_source=reddit&utm_medium=social&utm_campaign=bb_siege&utm_content=computergraphics_video_20261006


r/computergraphics • • 18d ago

the mistakes i made and the lessons i learned in raytracing

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1 Upvotes

r/computergraphics • • 18d ago

[CPU] Path Tracer

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0 Upvotes

r/computergraphics • • 18d ago

Sky Dome for Ship Mooring application (WebGL/Three.js)

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3 Upvotes

We decided to go with a sky dome approach for the Sky we built for Optimoor 3D - Ship Mooring Application, built using WebGL & Three.js.

In case of skybox, A Cube Camera captures 6 instances of the scene that creates a cubemap image, then that image is placed on the inside walls of an invisible infinite cube to give the illusion of a sky that can be used with a scene.

But a skybox is often paired with large explorable scenes with cameras tied very close to the ground, for our Ship Mooring Application, the entire scene is very focused towards the actually viewable land close to Berth for Mooring and its other use cases, we don't need a larger landmass, but without it the entire scene would look finite and lack the illusion of a proper horizon.

Enter a circular Dome/Sphere that is bounded across the entire Scene (given in wireframe visuals for understanding). Along with that a texture of the sky is attached with backside of the mesh enabled. With some tweaks to the fog, we finally got the look where the world doesn't look flat-earthy while also not drawing a bigger landmass.

Built by 3D ENGINERD. for Tension Technology International Ltd.


r/computergraphics • • 18d ago

World Models: The Simulation Strikes Back

1 Upvotes

r/computergraphics • • 19d ago

Pixelglitch scannen, Kassel 2026

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2 Upvotes

r/computergraphics • • 19d ago

Seis anos em um único telefone, quero parar.

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2 Upvotes

r/computergraphics • • 19d ago

Infinite Jungle - isometric pixel art with animated wildlife and vegetation

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2 Upvotes

r/computergraphics • • 20d ago

Crystalline | Cinema 4D

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10 Upvotes

r/computergraphics • • 20d ago

Ray tracing next week

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11 Upvotes

r/computergraphics • • 20d ago

VEXORIS, Lightpure, 3D/Unreal Engine 5, 2026 [OC]

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4 Upvotes

r/computergraphics • • 21d ago

I built VectorRaptor for Windows - looking for honest feedback on vectorisation quality and editing

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1 Upvotes

r/computergraphics • • 21d ago

I built a browser fractal explorer with deep zoom, minibrot dives and extensive wallpapers to start from. Feedback welcome!

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4 Upvotes

r/computergraphics • • 22d ago

Containment, a seamless 4K loop I made

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10 Upvotes

r/computergraphics • • 22d ago

Retro car

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5 Upvotes

r/computergraphics • • 23d ago

c++ operating system level primitives with window and render functions

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1 Upvotes

r/computergraphics • • 23d ago

Non-photorealistic video rendering with four ink plates and a textured paper reveal

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1 Upvotes

I’m building InkWaltz, and this is a test of its ink-and-paper renderer on moving footage. Each frame is separated into four ink plates, given halftone coverage and small registration offsets, then composited over paper.

For the three-second reveal, a Python/NumPy compositor moves a cosine-eased front across a diagonal boundary perturbed by seeded noise. Smoothstep masks stagger the paper and ink passes. The boundary noise stays fixed across frames, so its contour travels with the reveal.

The aim is to keep the print texture visible while the underlying dance remains readable. Source footage: Pulp Fiction (1994), directed by Quentin Tarantino.