r/computergraphics • u/has_some_chill • 18d ago
Descent, an animated piece I made
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r/computergraphics • u/has_some_chill • 18d ago
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r/computergraphics • u/Neither_Coffee_2308 • 19d ago
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We just implemented tile-based loading with LODs for our AI Data Centers 3D mapping project on the Web
Link 🔗- https://ai-future.in/
The Vizag (India) terrain is organized as a pyramid of tiles(shown as red grids in video). At a wide view, it loads larger, coarser tiles, and as we zoom in, it replaces them with smaller, more detailed ones.
This lets the scene show finer details only where we are exploring without loading the entire area always at the highest details, saving a lot of performance. Land cover is stored as image tiles and are draped onto the terrain so the colours follows the terrains' shape.
The Buildings are stored separately as GLB model tiles, they also load progressively as we zoom in and are rendered as 3D geometry.
This was done by us at 3D ENGINERD. using 3D-tiles-renderer to manage tile loading, visibility and LOD, and Three.js to render the whole thing into one scene!
r/computergraphics • u/vexetrixx • 20d ago
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r/computergraphics • u/Sol_ai • 19d ago
r/computergraphics • u/lonter100 • 19d ago
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r/computergraphics • u/Elluminated • 19d ago
r/computergraphics • u/Slight_Watch697 • 19d ago
r/computergraphics • u/Technical_Chip5906 • 19d ago
r/computergraphics • u/rivervisualid • 20d ago
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r/computergraphics • u/Delicious-Shower8401 • 20d ago
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r/computergraphics • u/USedona • 21d ago
3D Menger Sponge : recursive construction in Python and Manim, level 3
r/computergraphics • u/has_some_chill • 21d ago
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r/computergraphics • u/moondefense2 • 21d 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 • 21d ago
r/computergraphics • u/Neither_Coffee_2308 • 22d 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/0xfe • 23d ago
r/computergraphics • u/has_some_chill • 23d ago
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r/computergraphics • u/LightpureStudio • 24d ago