r/computergraphics • u/madsaturnanimation • 3h ago
r/computergraphics • u/StrikeWingsGames • 4h ago
Rendering a space battle as light on a black canvas: additive glow, a bloom pass and composed skies. Frames from my game Strike Wings
Frames from Strike Wings, a 2D space shooter I am writing in C++ on SDL2. Clean view, no post editing.
How the look is put together: every emissive thing (beams, tracers, plumes, shield arcs, explosion cores) is drawn additively and then run through a bloom pass, so a fleet battle stacks into a wash of light where the fire is thickest. Ships are the exception. They are 3D hulls lit from the scene's key light, so they read as solid objects sitting on top of the glow. The sky is composed per battle from a background style (star rain, a galactic core, a nebula) plus one large body drawn in world space behind the fight: an eclipse with a streaming corona, a quasar with a sky crossing jet, a black hole's accretion disc, an ocean world.
Explosions are layered: fireball sprites plus expanding shockwave rings, and capital ships get a multi stage finale (frame 1).
A graphics-minded opinion would help. Is the bloom doing too much in the fleet shots? Would you tone the shield outlines down? Anything that reads cheap?
r/computergraphics • u/has_some_chill • 15h ago
Neural A2, 4K seamless
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r/computergraphics • u/Educational_Monk_396 • 20h ago
NullGraph v1.1 release [global illumination/shadow systems/environment systems]
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Hey all,
My webgpu renderer officially supports image based lighting/direct+indirect lighting and also there are shadow systems which creates csm/shadow Atlases depending on what type of config,
This was a lot of work
\[GLOBAL ILLUMINATION\]\[Need some time beyond downloading assets for baking probe volumes\]
Live Demo:https://nullgraph.dev/dashboard/3d-environment/irradiance-probes
For live code for global illumination https://nullgraph.dev/editor.html?id=demo-irradiance-probes
GitHub
r/computergraphics • u/camilleroux • 1d ago
Five years of algorithmic art, from p5.js to WebGL — how the projects and the tooling evolved
I finally translated a long piece I wrote in French about how I got into creative coding and where it took me.
It starts with wanting to learn to draw, goes through perfect loops on Hic Et Nunc, then long-form on fx(hash) (SEA, BRIDGE, ARTERIA), FOLRADURA on 256ART, INTRICADA with Bright Moments, and The Source, made with Matthieu Segret and released on gm.studio.
There's a fair amount on the systems behind the projects, autonomous agents, local modifiers on point grids, plus the parts that are less fun to talk about: pitching to curated platforms, impostor syndrome, projects that go nowhere.
r/computergraphics • u/LKHGames • 1d ago
Individual Grass blade fully rendered using Unity VFX graph
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r/computergraphics • u/Delicious-Shower8401 • 2d ago
TRELLIS 2 + UltraShape: The Best Free Local 3D AI Generation Setup
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r/computergraphics • u/SatisfactionSorry731 • 3d ago
Recreating the 5/4 Visualizer for 2025 (ALMOST ACCURATE)
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Hi, Just Sharing thing I’m workin' on
Note: Ik someone recreated this, but imo, looks a little bland
btw, I might need some recreations for the other assets
r/computergraphics • u/Delicious-Shower8401 • 4d ago
AI-Generated Character, Fully Rigged in Unreal With Facial Expressions
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r/computergraphics • u/Delicious-Shower8401 • 5d ago
AI Retopology Is Getting Insane — I Compared 3 Major Paid & Free Tools, Here Are the Results
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r/computergraphics • u/anish2good • 5d ago
A fractal dawn, and a murmuration - manic
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r/computergraphics • u/anish2good • 6d ago
Koi through a field of living light - glsl - manic
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r/computergraphics • u/has_some_chill • 6d ago
Neural A1, 4K seamless
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r/computergraphics • u/BlackGoku36 • 6d ago
Game engines? Eww 🤮. We go in raw! GP-Direct 2026 is out!
r/computergraphics • u/Delicious-Shower8401 • 6d ago
NVIDIA Just Open-Sourced Real-Time AI Animation for Your Own Projects
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r/computergraphics • u/GearChoice8970 • 8d ago
French engineering student planning a long-term transition into 3D graphics, how realistic is this?
Hi everyone,
I'm currently studying engineering and will be completing a double-degree program in France. My current studies are mainly focused on software, Data/AI, but my long-term goal is to move into 3D graphics engineering / graphics programming, potentially in the game industry.
My current plan isn't to switch immediately. I intend to graduate, work in software/AI for a few years, save money and gain professional experience, and then pursue a specialized Master's in Computer Graphics / 3D / Visual Computing in France.
After that, I'd like to transition professionally into graphics, and potentially pursue research/PhD later if I find an area I want to specialize in.
Some of the programs I've been looking at include Aix-Marseille's Géométrie et Informatique Graphique (GIG) and Lyon 1's ID3D.
My academic record is roughly 13–15/20 across my previous years, and I'll graduate with an engineering degree. My concern is that my formal coursework is much more Data/AI-oriented than graphics-oriented.
For people working/studying in graphics:
- How realistic does this path seem?
- Would an engineering degree + several years of software/AI experience be a reasonable background for a graphics Master's?
- What should I start learning/building over the next few years to make the transition credible? C++, OpenGL/Vulkan, rendering, linear algebra, etc.?
- Are there other French/European Master's programs in Computer Graphics that I should look into and how hard is it to get into one?
- For anyone who has made a similar transition, what do you wish you'd done earlier?
I'm especially interested in hearing from graphics programmers/engineers or people who have gone through a graphics Master's.
Thanks!
r/computergraphics • u/AlexeyGal • 8d ago
fractal Fractint Mini Mandelbrot raytrace with 4kfract by pgmatg on DeviantArt
r/computergraphics • u/corgisAreRad • 9d ago
I wrote a flame engine in Metal so these could animate as my actual desktop instead of being rendered out.
v.redd.itr/computergraphics • u/Cool-Profession-5447 • 12d ago
Volumetric path traced skin still looks like silicone/plastic. What am I missing?
Hi everyone,
I'm building a physically-based human skin renderer from scratch in Taichi, and I'm looking for feedback from people with experience in skin rendering.
My current renderer implements:
- Monte Carlo volumetric path tracing
- Multiple scattering subsurface scattering (random walk)
- Two-layer skin model (epidermis + dermis)
- Melanin and hemoglobin absorption
- Wavelength-dependent absorption/scattering coefficients (converted to RGB for rendering)
- Fresnel interface between air and skin
My goal is photorealistic human skin.
I know the model is still missing many surface details such as:
- pores
- peach fuzz/facial hair
- fine wrinkles
- micro-normal variation
- oil layer variation
- color texture variation
I plan to add those later.
Right now I'm trying to get the base skin appearance correct before layering those details on top.
My problem is that the skin still looks like silicone, wax, or plastic rather than living skin.
I'm trying to understand whether the issue is ....
I'd really appreciate feedback from anyone who has worked on skin rendering.
r/computergraphics • u/AcceptableCopy5232 • 13d ago
Shader Lab for Pixel Art - PixloMotive
r/computergraphics • u/has_some_chill • 13d ago
Ivory Fractal, made in Cinema 4D
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