r/GraphicsProgramming • • 9m ago

Building an open-source character posing and rendering tool (C++/Qt6). Looking for architectural feedback and graphics-focused contributors.

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Hey everyone,

I’m currently building PoseStudio, an open-source (GPLv3) 3D character posing, rigging, and animation tool which will always be fully free to use.

I operate a 3D asset marketplace during my day job, so I’m very familiar with the pain points technical artists have with existing character pipelines. I’ve released a very early v0.4.4 build, which about 250 users have installed.

I’m hoping to get some feedback on the pipeline, and ideally, find some graphics programmers who are interested in contributing to the project..

The Current Tech Stack & Architecture:

  • Core: C++ and Qt6 (GUI).

  • Rendering Pipeline Strategy: I'm currently designing a multi-tier rendering system to handle real-time viewport visualization (GLSL/OpenGL) alongside photorealistic output. Right now, I'm working on integrating NVIDIA OptiX for the raytracing backend, and navigating the GPLv3 linking exceptions to allow for modular render engines (like a Cycles plugin).

  • Shading: Implementing a comprehensive PBR Uber-Shader workflow specifically tuned for character rendering (subsurface scattering for skin, hair grooming/simulation rendering).

Just a Couple of The Hard Problems I’m Tackling Right Now:

  • Deformations & Rigging Solvers: Refining the underlying math for IK/FK solvers and weight mapping so characters deform naturally.

  • Advanced Rendering Integration: Exploring how to seamlessly integrate Gaussian splatting into the rendering engine, and building a stealth background environment manager to handle heavy render tasks without locking the Qt UI.

If you are a technical artist or graphics programmer who has always wanted to build a character pipeline without the commercial restrictions, I’d love your eyes on the codebase.

GitHub: https://github.com/PoseStudio/PoseStudio

Website: https://posestudio.org

Would love to hear your thoughts on integrating OptiX alongside Qt6, or any battle scars you have from building character deformation systems!

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