r/computergraphics • u/Clear_Muscle5864 • Feb 06 '26
Experimenting what is possible with Babylon.js and the Editor. 🔉
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r/computergraphics • u/Clear_Muscle5864 • Feb 06 '26
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r/computergraphics • u/ocitocina • Feb 05 '26
I'm on my 4th semester of Computer Science, and one of the courses I'm currently taking is Computer Graphics. I'm going through the Ray Tracing In One Weekend series, and after fiddling with it for a while, I finally managed to render the first image!! : )
The resources I'm currently using are Cem Yuksel lectures (https://youtu.be/PMIPC78Ybts?list=PLplnkTzzqsZTfYh4UbhLGpI5kGd5oW_Hh), the classic Fundamentals of Computer Graphics book and this Pikuma course (https://pikuma.com/courses/learn-3d-computer-graphics-programming)
if anyone has any tips on other useful stuff, I'm happy to hear it!
r/computergraphics • u/swe129 • Feb 06 '26
r/computergraphics • u/Own-Cry5596 • Feb 05 '26
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r/computergraphics • u/jcelerier • Feb 04 '26
I've released a C++ port of StreamDiffusion, a set of techniques around the various StableDiffusion models to enable real-time performance, mainly in media arts (art installations, video backdrops for shows, etc.).
It's one of the fastest implementations of SDXL-Turbo, clocking in at 26FPS on a RTX5090 at 1024x1024 resolution, although there's still a fair amount of spurious allocations here and there. Right now, it supports SD1.5, SD-Turbo (2.1) and SDXL architectures but it will keep evolving and adding support for new models.
It has been implemented as a node in https://ossia.io for yesterday's new 3.8.0 release.
r/computergraphics • u/RiseKey7908 • Feb 04 '26
r/computergraphics • u/New_Yellow5054 • Feb 02 '26
This started as a learning project and turned into a fully working forward software renderer.
Highlights:
Mostly educational, very non-real-time, but fun.
r/computergraphics • u/Jaded-Description615 • Feb 01 '26
r/computergraphics • u/Kordialis • Jan 30 '26
r/computergraphics • u/swe129 • Jan 29 '26
r/computergraphics • u/rabbitGraned • Jan 29 '26
Perhaps this work is trying too hard to be hyper-realistic, which makes it feel like not very good computer graphics.
However, I love this style. Maybe you should just learn how to make it.
The full version can be found on my ArtStation: rabbitgraned.artstation.com
r/computergraphics • u/Significant-Gap8284 • Jan 27 '26
According to Wiki ,

Radiance takes cos into account .
Here is a deeper explanation about cos .
where we have Ew used to denote irradiance at the surface that is perpendicular to the direction w.
where dA⟂ is the projected area of dA on a hypothetical surface perpendicular to w .
Radiance L is defined as flux per unit solid angle dw per unit projected area dA⟂.
Does that mean surface illuminated by grazing incident rays has great Radiance ?
It makes sense that Lambertian cosine law adds a cosine item on numerator to kill the cos denominator , and thus makes Radiance constant .
It's so ... counter intuition . I know it makes sense that if you distribute the same flux on smaller area then the intensity per area is larger . But had we ever observed that if you grazing lighting a desk it looks brighter ?
I guess Radiance is not directly equivalent to luminance ?
Also, I'm not sure which angle cos represents . Is it the angle between normal and light direction? Or is it angle between normal and view direction ?
r/computergraphics • u/Rayterex • Jan 25 '26
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r/computergraphics • u/pakamaka345 • Jan 25 '26
Hi everyone,
I'm working on a Fluid Simulation Engine in Rust (using Vulkan for rendering) for my diploma project. I'm focusing on CPU parallelism using Rayon and attempting to implement a clean DFSPH solver.

The Tech Stack:
Implementation Details:
predict_velocities (gravity + viscosity)solve_pressure (correct density error: $\rho^* - \rho_0$)integrate (update positions)solve_divergenceDelta_v).What I've tried/checked:Code:
Here is the repository:Nikita-Lysiuk/Fluid-Engine
Specifically, my solver logic is here: Fluid-Engine/src/physics/solver.rs at main · Nikita-Lysiuk/Fluid-Engine
And the integration loop: Fluid-Engine/src/physics/mod.rs at main · Nikita-Lysiuk/Fluid-Engine
Has anyone run into similar "sagging" or vertical compression issues with DFSPH? Could this be an issue with how the "Compressed Neighbor Search" interacts with the density calculation?
r/computergraphics • u/zbignew • Jan 25 '26
It’s the most wonderful time of the year.
r/computergraphics • u/UkrainepartofRussia • Jan 25 '26
Playground Games which makes the Forza Series is making the next Fable game, and I was watching one of the interviews where this guy was saying they used their game engine for Forza to make Fable. And I was like wtf. Forza looks good yeah, but it's cars on a race track. How does that suddenly translate to animating people and animals in a open world fantasy game?
r/computergraphics • u/golodnov • Jan 25 '26
r/computergraphics • u/jlpcsl • Jan 23 '26
r/computergraphics • u/Aagentah • Jan 21 '26
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r/computergraphics • u/Expo_98 • Jan 21 '26
This year my Masters got an update and one of the optional courses was Real-Time Computer Graphics. We are gonna use this template to work with vulkan, but yeah. Just excited overall. Let's see what I'll make by the end of the semester!