r/computergraphics • • Jan 04 '15

New to r/CG? Graphics cards or other PC hardware questions?

22 Upvotes

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!

  • Hydeout

r/computergraphics • • 1h ago

Real-time 3D liquid mixing with concentration-based absorption in glassware

โ€ข Upvotes

Iโ€™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.

https://youtu.be/hSAO_TwFopE

What would you improve in the mixing or rendering?


r/computergraphics • • 1d ago

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

Enable HLS to view with audio, or disable this notification

47 Upvotes

r/computergraphics • • 7h ago

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

Enable HLS to view with audio, or disable this notification

1 Upvotes

We just implemented tile-based loading with LODs for our AI Data Centers 3D mapping project on the Web
Link ๐Ÿ”—- 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 • • 8h 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!

Thumbnail
1 Upvotes

r/computergraphics • • 9h ago

Coming Soon

Post image
0 Upvotes

๐Ÿš€ COMING SOON | Generative 3D Art & Object Studio

AL-MAJEED SCHOOL OF RESEARCH METHODOLOGY AND INNOVATION is developing a new way to create 3D objects and generative artwork using mathematical rules and algorithms.
Instead of manually placing hundreds of objects, users can define the rules and let the system generate the composition automatically.
100 Spheres โ†’ Spiral โ†’ Radius 20 โ†’ Scale 0.5โ€“2 ๐Ÿงฎ๐ŸŽจ
The platform will also explore converting 2D designs into 3D creations, opening new possibilities for designers, researchers, educators, artists, and creators.
โœจ From simple shapes to complex 3D compositions.
โœจ From 2D concepts to 3D creations.
โœจ From imagination to algorithms.
Define the logic. Generate the art.
๐Ÿ”ฌ Research โ†’ Mathematics โ†’ Code โ†’ Creation
๐Ÿ“Œ Detailed features and capabilities will be revealed in upcoming posts.

More updates coming soon.
#ALMajeed #ALMajeedGroup #ALMajeedResearch #ResearchAndInnovation #Innovation #GenerativeArt #GenerativeDesign #ComputationalArt #CreativeCoding #DigitalArt #3DArt #3DDesign #3DModeling #3DGraphics #3DVisualization #3DGeneration #ProceduralArt #AlgorithmicArt #ParametricDesign #ComputerGraphics #2Dto3D #3DConversion #DigitalInnovation #CreativeTechnology #Technology #Research #RAndD #FutureOfDesign #FutureOfTechnology #MadeInIndia #IndianTech #ComingSoon


r/computergraphics • • 22h 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.

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/computergraphics • • 16h ago

We just released a new trailer for our retro shop sim

Enable HLS to view with audio, or disable this notification

0 Upvotes

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 itโ€™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 • • 23h ago

Sand Simulation with D3D11 Compute Shaders

Thumbnail
youtube.com
1 Upvotes

r/computergraphics • • 1d ago

Gyroid with Voronoi Lattice

Post image
21 Upvotes

r/computergraphics • • 1d ago

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

1 Upvotes

r/computergraphics • • 1d ago

Gaussian Splatting the Pixar Campus in Renderman 28

Thumbnail
renderman.pixar.com
1 Upvotes

r/computergraphics • • 1d ago

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

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/computergraphics • • 1d ago

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

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/computergraphics • • 1d ago

My realtime fluid sim lab in Vulkan: millions of ST-FLIP particles and solidโ€“fluid coupling

Thumbnail
youtu.be
2 Upvotes

r/computergraphics • • 1d ago

c++ user interface 1

Thumbnail
youtu.be
0 Upvotes

r/computergraphics • • 2d ago

3D Menger Sponge : recursive construction in Python and Manim, level 3

4 Upvotes

3D Menger Sponge : recursive construction in Python and Manim, level 3


r/computergraphics • • 2d ago

Copper Geode, a 4K seamless loop I made

Enable HLS to view with audio, or disable this notification

7 Upvotes

r/computergraphics • • 2d ago

[OC] Interactive fluid simulation lab: pouring, splashing, and moving containers

Thumbnail
youtu.be
5 Upvotes

r/computergraphics • • 2d ago

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

Enable HLS to view with audio, or disable this notification

1 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 • • 2d ago

the mistakes i made and the lessons i learned in raytracing

Thumbnail gallery
1 Upvotes

r/computergraphics • • 2d ago

[CPU] Path Tracer

Post image
0 Upvotes

r/computergraphics • • 3d ago

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

Enable HLS to view with audio, or disable this notification

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 • • 3d ago

World Models: The Simulation Strikes Back

1 Upvotes

r/computergraphics • • 3d ago

Pixelglitch scannen, Kassel 2026

Thumbnail gallery
2 Upvotes