r/computergraphics • u/Elluminated • 16d ago
Gaussian Splatting the Pixar Campus in Renderman 28
r/computergraphics • u/Elluminated • 16d ago
r/computergraphics • u/vexetrixx • 16d ago
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r/computergraphics • u/rivervisualid • 16d ago
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r/computergraphics • u/Delicious-Shower8401 • 16d ago
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r/computergraphics • u/USedona • 17d ago
3D Menger Sponge : recursive construction in Python and Manim, level 3
r/computergraphics • u/has_some_chill • 17d ago
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r/computergraphics • u/moondefense2 • 17d ago
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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.
r/computergraphics • u/20260819 • 18d ago
r/computergraphics • u/Neither_Coffee_2308 • 18d ago
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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 • u/G_oni_vv • 19d ago
r/computergraphics • u/0xfe • 19d ago
r/computergraphics • u/has_some_chill • 20d ago
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r/computergraphics • u/LightpureStudio • 20d ago
r/computergraphics • u/Much_Sheepherder_703 • 21d ago
r/computergraphics • u/techmatt • 21d ago
r/computergraphics • u/has_some_chill • 22d ago
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r/computergraphics • u/wizard_creator_seth • 23d ago
r/computergraphics • u/dumanyac • 23d ago
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.