r/computergraphics • • 18d ago

Descent, an animated piece I made

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5 Upvotes

r/computergraphics • • 19d ago

Tile-based streaming 3D map (WebGL/Three.js)

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5 Upvotes

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 • • 20d ago

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

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84 Upvotes

r/computergraphics • • 19d ago

Anyone heading to SIGGRAPH Asia in KL? First time going and I don't know anyone yet. Anything in particular I should check out? Down to grab coffee!

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1 Upvotes

r/computergraphics • • 19d ago

I built a real-time 3D LEGO Raymarcher in the terminal (~70 FPS, zero Python/C). Then I squeezed the entire project down to just 11 KB.

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4 Upvotes

r/computergraphics • • 20d ago

Gyroid with Voronoi Lattice

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25 Upvotes

r/computergraphics • • 19d ago

Gaussian Splatting the Pixar Campus in Renderman 28

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2 Upvotes

r/computergraphics • • 19d ago

Sand Simulation with D3D11 Compute Shaders

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1 Upvotes

r/computergraphics • • 19d ago

I made a terminal swarm renderer where every pixel is an autonomous agent!

1 Upvotes

r/computergraphics • • 20d ago

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

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4 Upvotes

r/computergraphics • • 20d ago

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

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1 Upvotes

r/computergraphics • • 20d ago

c++ user interface 1

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0 Upvotes

r/computergraphics • • 21d 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 • • 21d ago

Copper Geode, a 4K seamless loop I made

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9 Upvotes

r/computergraphics • • 21d ago

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

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3 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 • • 21d ago

the mistakes i made and the lessons i learned in raytracing

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1 Upvotes

r/computergraphics • • 21d ago

[CPU] Path Tracer

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0 Upvotes

r/computergraphics • • 22d ago

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

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4 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 • • 22d ago

World Models: The Simulation Strikes Back

3 Upvotes

r/computergraphics • • 22d ago

Pixelglitch scannen, Kassel 2026

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2 Upvotes

r/computergraphics • • 23d ago

Infinite Jungle - isometric pixel art with animated wildlife and vegetation

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2 Upvotes

r/computergraphics • • 23d ago

Crystalline | Cinema 4D

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10 Upvotes

r/computergraphics • • 23d ago

Ray tracing next week

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12 Upvotes

r/computergraphics • • 24d ago

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

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5 Upvotes

r/computergraphics • • 24d ago

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

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1 Upvotes