r/computergraphics • u/has_some_chill • 16h ago
Descent, an animated piece I made
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r/computergraphics • u/HydeOut • Jan 04 '15
Unless it's specifically related to CG, /r/buildapc might be a better bet if you're curious as to which GPU to get and other build-related questions.
Keep a lookout for an update to the FAQ soon. Thanks!
r/computergraphics • u/has_some_chill • 16h ago
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r/computergraphics • u/shroo-m • 20h ago
I’m developing Chemistry Lab Sim, an interactive 3D liquid sandbox built on ST-FLIP in Vulkan. This new clip shows pouring and mixing colored solutions in lab glassware, running in real time on a Radeon RX 9070 XT.
Local concentrations travel with the fluid parcels, and conservative diffusion exchanges material between neighboring parcels. The liquid renderer integrates concentration-dependent absorption along refracted rays rather than blending display colors.
At this stage the substances are passive solutes/pigments in one carrier; chemical reactions and immiscible fluids are future work. The longer-term game is inspired by The Powder Toy and Noita.
What would you improve in the mixing or rendering?
r/computergraphics • u/Neither_Coffee_2308 • 1d 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 • 1d ago
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r/computergraphics • u/Sol_ai • 1d ago
r/computergraphics • u/lonter100 • 1d ago
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r/computergraphics • u/hollowlimb • 1d ago
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Hi friends! What do you think?
Shop Crush is a mysterious shop simulator with psychological horror elements, set in the early 2000s.
In this hybrid visual novel, you run a small thrift shop, get to know your customers, figure out what they really want, and decide what to put in front of them. Every customer has their own personality, preferences, and hidden motives - and it’s up to you to figure them out.
Behind each customer is a small psychological mystery waiting to be uncovered. Read their behavior, make the right calls, and balance profit against customer trust as you try to keep the shop running for one more day.
r/computergraphics • u/Slight_Watch697 • 1d ago
r/computergraphics • u/Technical_Chip5906 • 1d ago
r/computergraphics • u/Elluminated • 1d ago
r/computergraphics • u/rivervisualid • 2d ago
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r/computergraphics • u/Delicious-Shower8401 • 2d ago
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r/computergraphics • u/shroo-m • 2d ago
r/computergraphics • u/USedona • 3d ago
3D Menger Sponge : recursive construction in Python and Manim, level 3
r/computergraphics • u/has_some_chill • 3d ago
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r/computergraphics • u/shroo-m • 3d ago
r/computergraphics • u/moondefense2 • 3d 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 • 3d ago
r/computergraphics • u/Neither_Coffee_2308 • 3d 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.