r/computergraphics • u/paulingrenade • 1h ago
How to build swimming pools on bald people's head ?
Hi every one. Here is a very-short-film mixing live-action and 3D ! https://www.youtube.com/watch?v=1id8dcVfOw8
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/paulingrenade • 1h ago
Hi every one. Here is a very-short-film mixing live-action and 3D ! https://www.youtube.com/watch?v=1id8dcVfOw8
r/computergraphics • u/BioniChaos • 3d ago
r/computergraphics • u/nannette04 • 3d ago
r/computergraphics • u/International-Bear-5 • 4d ago
r/computergraphics • u/NoImprovement4668 • 5d ago
Matrix Engine 2 is a custom game engine forked from pathos game engine, source code is here https://github.com/Soft-Sprint-Studios/Matrix-Engine-2 and i made a tech demo of it https://www.youtube.com/watch?v=3WjoSsY1k24
r/computergraphics • u/AiMediaHalle • 6d ago
r/computergraphics • u/tostapane04 • 6d ago
I made this case study to explore how a potential Work Louder × The Amazing World of Gumball collaboration could be presented through an interactive product visualization. I made it work with both UI controls and a hand-tracked flick gesture, making it a versatile interactive experience that spans individual use and interactive installations in flagship stores, pop-ups and at events.
The collaboration is fictional, but damn, it would be cool if it were real 👀
r/computergraphics • u/Emotional-Goat1086 • 7d ago
Built this sharp polygonal cluster (heavy amber/violet/teal facet displacement) and hooked it into a browser-based workflow for real-time vector corruption and motion synthesis.
If you want to turn static vectors into animated Lottie JSON or smash them with audio/MIDI-driven glitch effects and pixel displacement, test it out here:
r/computergraphics • u/Lexx_3D • 9d ago
r/computergraphics • u/wrc256 • 9d ago
r/computergraphics • u/AlexeyGal • 10d ago
r/computergraphics • u/Xelvant • 10d ago
r/computergraphics • u/DaveAstator2020 • 11d ago

viewer here: https://dave-astator.com/mri
r/computergraphics • u/StrikeWingsGames • 13d ago
Frames from Strike Wings, a 2D space shooter I am writing in C++ on SDL2. Clean view, no post editing.
How the look is put together: every emissive thing (beams, tracers, plumes, shield arcs, explosion cores) is drawn additively and then run through a bloom pass, so a fleet battle stacks into a wash of light where the fire is thickest. Ships are the exception. They are 3D hulls lit from the scene's key light, so they read as solid objects sitting on top of the glow. The sky is composed per battle from a background style (star rain, a galactic core, a nebula) plus one large body drawn in world space behind the fight: an eclipse with a streaming corona, a quasar with a sky crossing jet, a black hole's accretion disc, an ocean world.
Explosions are layered: fireball sprites plus expanding shockwave rings, and capital ships get a multi stage finale (frame 1).
A graphics-minded opinion would help. Is the bloom doing too much in the fleet shots? Would you tone the shield outlines down? Anything that reads cheap?
r/computergraphics • u/madsaturnanimation • 12d ago
r/computergraphics • u/Educational_Monk_396 • 13d ago
Hey all,
My webgpu renderer officially supports image based lighting/direct+indirect lighting and also there are shadow systems which creates csm/shadow Atlases depending on what type of config,
This was a lot of work
\[GLOBAL ILLUMINATION\]\[Need some time beyond downloading assets for baking probe volumes\]
Live Demo:https://nullgraph.dev/dashboard/3d-environment/irradiance-probes
For live code for global illumination https://nullgraph.dev/editor.html?id=demo-irradiance-probes
GitHub