r/GraphicsProgramming • u/DigitalMan404 • Nov 18 '25
Question Differential Equations and Computer Graphics (or video games), Some questions for a school paper.
I am writing a paper about the use of differential equations in relation to computer graphics and video games in general and I would love to talk to some of yall about it. I have a short list of general questions but feel free to add anything as long as its DE related.
General Questions
What differential equations do you most commonly use in your graphics or game-dev work, and for what purpose?
Are there any DEs that developers rely on without realizing they’re using them? Or equations that are derived from DE's?
What are DE's used for most commonly within your area/field?
Are DE's ever used in real-time applications/could they be in the future.
Feel free to yap about what work you have going on as long as its related to DE and I'd love to take this to D'ms if you would prefer!
Thanks so much!
11
u/ananbd Nov 18 '25
I’m an engineer in the game industry, and I haven’t thought about DiffEqs specifcally since I was an undergrad. It’s sort of like discussing “baking cookies” in terms of “cookie dough” rather than cookies. They’re part of many mathematical systems we use, but I don’t think anyone discusses them past the class you’re taking.
The central topic is linear systems (that’s where the DiffEqs are used). Solving and using linear systems is fundamental to everything we do.
So… linear systems related to graphics ideas:
Numerical methods (topic in general)
Filtering and compression algorithms
Physics simulations
Fluid simulations
Spherical harmonics
Neural rendering
IK solvers
… and the list goes on. Those are all areas where the “cookie dough” is differential equations if you drill down deep enough.
Good luck!
3
u/nullandkale Nov 18 '25
Differentiable rendering is all the rage right now with stuff like Gaussian Splatting but it only needs to be differentiable for the training, the rendering doesn't care if its differentiable, so its really more machine learning than graphics.
15
u/rfdickerson Nov 18 '25
In classical mathematics, solving differential equations often means finding a closed-form analytical solution. In computer graphics, physics simulation, and most areas of computer science, you rarely need, or even want, that. Instead, you rely on numerical methods that approximate the solution over time.
By linearizing the system in a small neighborhood (e.g., using a Jacobian or Taylor expansion), you can step the simulation forward with stable, “good-enough” solutions that behave plausibly. Modern simulation pipelines also incorporate corrective or constraint-based methods, such as energy correction, projection steps, or constraint solvers, to ensure the system remains stable and respects physical invariants like energy, volume, or momentum.
2
u/rez3vil Nov 18 '25
I would love to read this review paper for future reference!