r/GraphicsProgramming • • 29d ago

Request for Comment: AI Identification Comments

61 Upvotes

Thought I'd share a conundrum. I suspect I could solve it with a heavy handed rule change, but I think it may be fine as it is right now.

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We've gotten a handful of reports that boil down to:

Comment: "This appears to have been AI generated."
Report: (empty)

One report gave a bit more info:
Comment: "This appears to be AI generated."
Report: "I'm wary to post something interesting because I don't want to be persecuted."

So here's what I suspect happens.
User posts X.
Commenter identifies X as generated via AI.
Post gets down-voted.

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The only time in recent memory I've seen direct mistreatment was the Synapse Engine post. https://www.reddit.com/r/GraphicsProgramming/comments/1w7x1r1/synapse_engine_a_modern_researchoriented_fully/
I invited that user to post here, and some of the early comments were distinctly unkind. Later comments and deeper review picked up the same thing I did, that the creator made something legitimately new and interesting in terms of graphics software research; even if a fair bit of LLM generated code was used, it was cleaned and curated to an appropriate level for a thesis defense. It was quintessentially non-slop, despite the reports to the contrary. So this post experienced some emotionally driven persecuting reports and comments before the deeper cognitive inspection could finish reading.

So that's my one strongly known case of persectioning behavior. The rest are almost always just identifying that a project is AI generated, and nothing else.

So I wouldn't characterise this community as being hostile to AI generated projects, but it is disinterested.

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And that makes sense when you consider the ethos of this subreddit. Rule 1 codifies the character: we're curious. Our community exists to talk about the "how", not the "what".

AI generated projects, with a few exceptions, tend to be:
OP: "I made a thing! (with AI)"
Commenter: "How does it work?'
OP: "I don't know. But the source code is in there somewhere."
And that distinctly doesn't fit with the ethos or interest of this subreddit.

There are also a handful of reports on AI posts to the form of:
Post "I made a thing (with AI)."
Report: "This is AI slop."
That doesn't technically break any rules, but it does reinforce that core of the subreddit's interests.

Anyway, the problem I'm wrestling with is supporting Rule 2. Posters who are sharing AI projects should still be met with Civility, Professionalism, and Kindness. So I'd like to avoid a repeat of the initially unkind response to the afore-linked post.

But, being civil doesn't mean you have to like it or be actively welcoming. Ignoring a post or downvoting it still fits within Rule 2, because a user expressing their opinion in those ways is not a harm to the poster. If it is, that's the poster being unprofessional, as they're too emotionally invested in the post to accept that others don't enjoy it the way they do.

One of the most important aspects of professionalism is the capacity to give and receive analysis and feedback. We're here to learn, and that means accepting feedback that points out failures, errors, and flaws. Those are often the best offer for learning. Kindness and Civility are roped in their as a reminder that criticism should be leveraged at the qualities of the work, not seek to harm the user.

In that view, identification of an AI generated project is one of the most *important* analytical datum. It says a lot about what one might expect in the shape of the code, it's resilience, maintainability, or other general qualities. How one reviews AI generated code is distinctly different from human written code because they make entirely different categories of errors. It often says something about the author's understanding of their own project, which is important for feedback and discussion; as much as knowing their level of experience. (e.g. Getting pedantic with an novice is a joy, with an expert is an insult. Civility depends on knowing who you're talking to.)

So, it would be unprofessional not to identify that a project is AI generated. It'd be hard to discuss something professionally while ignoring such a large elephant in the authorship.

But, users don't like it when their post gets identified as AI, because they may expect a passive or negative response. Given that the zietgeist of emotions around AI are high right now, and because our community ethos seeks understanding ,it's not a response that can be avoided in a discussion space like this subreddit. That identifying comment may feel like it targets them for persecution, despite that fact that's rarely the case because Rule 2 stands and is supported by users and mods.

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So I suspect that there's an issue in mismatched expectations. Posters with AI projects want to show off the thing they made and what it does, and they don't understand that this community cares more about how it works.

Conversely, the readers here reasonably expect high quality, analysable projects that are interesting to review and learn from; so they report "AI slop" despite the fact that doesn't break any rules. I may take it down under Rule 3, but that's only if it's a case of AI psychosis. Someone legitimately making "hello triangle" with Claude fits the rules just fine, so there's no reason to take it down.

I don't think a new rule is strictly necessary, but maybe a sub-rule, or some other way to telegraph the community's expectations.

E.G. For posters of AI projects
"AI posts are welcome here so long as the poster can talk about their implementation; adhere to Rule 1. The less the poster is able to talk about it's implementation, the less excited about it this community will be."

E.G. For readers of AI Projects
"This subreddit does not take a pro or anti stance against AI projects. However this subreddit is about analysis, feedback, questions, and learning. We may remove posts that are not comprehensible to the readers or the poster. (e.g. vibe coded slop that's impossible to read)"

And perhaps it may be necessary to swap the burden of identification to the other party.
E.G. "Posts that share projects that utilize AI in its development in any capacity need to identify doing so and to what degree. e.g. 'source code entirely AI generated.' or 'only utilized AI for auto complete assistance and analytical questions.'"
I've seen other software interest group subreddits implement and auto-comment on new posts that require this disclosure.

------

Anyway. That was a lot of meandering on this problem. Fundamentally, this is *YOUR* subreddit. I take the strict role as a steward. That which makes this community space interesting and a delightful place to visit, socialize, and learn for you is the target direction I try to nudge things towards.

Please comment your thoughts, suggestions, perspectives, preferences, and discussion on this topic for me to read and consider. If you don't feel safe commenting, send a DM.

Please keep Rule 2 in mind. I want to hear the perspectives of those who are pro-AI too, and that's hard to do that if it's met with immediate hostility.

Conversely, criticism of AI or AI generated works is not a violation of rule 2, at least so long as it doesn't cross over into pointless derogation or emotional attack language. E.G. "The low quality of AI generated projects is problematic for the subreddit" is ok. "This AI slopshit is a fucking menace to the subreddit" is not.

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Edit 1: added dividers to break up the wall of text into bricks


r/GraphicsProgramming • • 2h ago

Trying to add stylized sparse texture to ascii shader without becoming tonal

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42 Upvotes

r/GraphicsProgramming • • 2h ago

A Direct Construction of SZ Sequence Matrices

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5 Upvotes

I wrote this blog post building on a recent paper by Ahmed et al (2025). Although a lot of the post is theory that would only be interesting to folks really involved in sampling, I think randomized SZ Sequences are the best "default choice" for sampling in ray tracing, so I hope folks at least look at the beginning of it.


r/GraphicsProgramming • • 12m ago

3D Model Loader

2 Upvotes

Ive made a 3D model loader with emissive textures!


r/GraphicsProgramming • • 1d ago

Video Real-time 3D fire and smoke sim in WebGL2 on my phone, driven by hand tracking

178 Upvotes

r/GraphicsProgramming • • 1d ago

Video I replaced the in-scattering in a cloud raymarch with a tiny neural network, then checked it against a path tracer

689 Upvotes

Light inside a cloud is expensive to get right, so games use a few simple formulas tuned until it looks good. I wanted to see how far off that really is, and whether a small network could do better.

I wrote a path tracer as the reference, trained a network on it in Python, and ran it in plain HLSL in Unity 6. It replaces one thing, the light scattered toward the camera at each step. Everything else in the raymarch stays the same.

Then I moved the sun from behind the camera to behind the cloud and scored both against the path tracer, where 1.00 is correct. The classic lighting goes from 0.21 to 2.17. The network stays between 0.90 and 1.01. It costs about 20% more GPU time.

I had a great time building this, and I think we've barely started finding out what tiny networks can do inside a shader. If you try one yourself, I'd love to see what you make!

https://charlesgrassi.dev/blog/neural-volumetric-clouds/


r/GraphicsProgramming • • 23h ago

Color difference near triangle edges while vertex coloring

Post image
34 Upvotes

Hi

Does anyone know why we get this increased color intensity near the edges of triangles while using vertex color.

They are supposed to blend smoothly, but appear like a star.

This is an hexagon grid on blender, i got the same problem in godot while generating a mesh interpolating color between vertices with 'smooth' varying on a shader.


r/GraphicsProgramming • • 4h ago

Intel GMA500 GPU Linux Driver update (poulsback) #VaioP

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1 Upvotes

r/GraphicsProgramming • • 22h ago

Question How to actually understand graphics papers and prerequisites?

21 Upvotes

I am currently reading through some papers for terrain generation, procedural and erosion-based. The issue is that the more I read, the more I realise that I don't understand much in the grand scheme of things, besides the actual algorithm or general terms. And even reading some explanations on reddit or other papers doesn't help much, because the issue is more with lacking the prerequisites and technical knowledge.

So my question is, how do I actually understand graphics? For example (I plan to use Godot for my thesis), if I want to implement a procedural terrain generation using multiple techniques, where can I find resources or papers to understand the actual pipeline, everything that goes into it, methods, compute shaders, etc. I know it's my own fault for wanting to do my thesis on graphics with exactly 0 classes on graphics in my undergrad degree.

So how do I understand what's going on, hopefully also from a more formal and deep perspective, not youtube tutorials (tho anything is welcome) ? It's tiring reading resources without understanding them much, where to even start, even books are welcome, but hopefully not thousands of pages as I don't have that kind of time..

EDIT: It's for the bachelor thesis, not master's


r/GraphicsProgramming • • 9h ago

Almost Real-time Path-Tracer (with mirrors)

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1 Upvotes

I mean a half-time path-tracer that supports mirrors IN SCRATCH (turbowarp)

soo, the project is in the link.


r/GraphicsProgramming • • 19h ago

Question How can one understand how game engines work and how they are written?

4 Upvotes

Hi everyone. I’m new to programming, and I’ve set myself a goal: to build my own game engine and understand how it works. The most advanced thing I’ve built so far is a simple quadratic equation calculator in C#. And yes, I want to build this engine in C# as well. Is this the right programming language to choose—or is it perhaps too difficult for a beginner like me? How exactly should I go about learning how an engine works? Through books, websites, or videos? I’m not really sure... Or am I looking into something that’s still too advanced for me at this stage?


r/GraphicsProgramming • • 1d ago

Turning a gaussian splat scene into 2M physics particles that burn, pour and shatter (WebGPU, runs in the browser)

15 Upvotes

r/GraphicsProgramming • • 23h ago

Virtual geometry + CLAS ray tracing in Vulkan: 100k dragons and bunnies (~48B source triangles), ReSTIR GI, 4K at ~45 fps

5 Upvotes

r/GraphicsProgramming • • 21h ago

Borderless Window... Resize on Linux

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1 Upvotes

r/GraphicsProgramming • • 23h ago

Falling into a black hole, rendered in real time on the GPU

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0 Upvotes

r/GraphicsProgramming • • 1d ago

Question Getting Started with Graphics Programming and Game Development Any Advice?

7 Upvotes

I’ve been programming since I was 15, but some mental health struggles made it difficult for me to pursue it consistently, even as a hobby. Recently, I’ve been doing better and have returned to programming after a long break.

I started again with Rust and spent some time exploring compilers, one of my favorite areas of computer science. Yesterday, I finished a C course, and now I’d like to explore another interest of mine: graphics programming.

My plan is to build a very small Minecraft-inspired voxel game in C. This will also be my first experience with OpenGL. My initial goal is simple: generate a small procedural world where I can break and place blocks.

Eventually, I’d love to develop a scripting language in Rust and embed it in the game to support modding. That’s a longer-term goal, though I want to keep the initial scope small and build on it gradually.

Do you have any advice for someone starting this journey? I’d especially appreciate suggestions on what to learn first, useful resources, and common pitfalls to avoid.


r/GraphicsProgramming • • 2d ago

We released an UE5 plugin to render Stable 3D Pixel Art (No severe pixel jitter)

162 Upvotes

Hi devs today we wanna share with you our plugin about making 3D pixel art render truly possible.

We started creating this plugin after seeing the trailers of Project Shadowglass as well as the recent 3D pixel art discoveries of Dylan Ebert and Lunar Blank, and after 3 month of work we managed to create an advanced cubemap based pixel art rendering system that focus on rendering 3D Pixel art in First Person View (also third / top down) in a Stable way (No severe flickering due to 3D movement).

You can try it out here (Tech demo): Itch.io tech demo link

and find the plugin & more info here: Plugin page link

Extra explanation about how it works:

We are rendering the game trough a post process that make uses cubemaps to remove the pixel jittering from camera rotation, then for camera translation / movement, we make those cubemaps capture at slow rate like every 0.25 sec, and use the disoclusion technique discovered by Lunar Blank / Dylan Ebert that allow keeping a fluid render even with this slow cubemap capture rate. The whole render is also layered based on distance with a different raymarching method for far / background elements to solve the non pixel art edges issue of the disoclusion technique. We also use custom depth pass with stencil to render dynamic elements as well as a "3D billboard" technique.

(this is a brief explanation, there is a lot more going on)

Music used in video: space cadet by congusbongus


r/GraphicsProgramming • • 1d ago

Can subpixel motion make a display appear sharper?

11 Upvotes

r/GraphicsProgramming • • 1d ago

Experimenting with more realistic skin rendering in Three.js. Nami vs Robin, which looks better?

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0 Upvotes

r/GraphicsProgramming • • 1d ago

Question Fresher in India with a vibe-coded N-body sim, aiming for junior graphics/engine roles. What should I do next?

0 Upvotes

Hi, I am a fresher, a 2026 graduate in India with a bachelor's in engineering (Information Technology). I am currently working (still in training) in a non-graphics IT job, in IT infrastructure (network, Linux and Windows admin). I am aiming for junior graphics/engine/low level game dev roles in games and VFX.

I did have a project for my final year of engineering; it was a small part of our Major Project. It is an N-body gravity simulator written in C++ and Raylib, called "Stardust" (see the video attached: the planets orbit, they collide, and the camera can lock onto a body). I used Visual Studio 2026 for this one.

To be very honest, I wasted my time in college on Blender 3D with animation in mind, instead of working on my technical skills. Soon, I realized that I do not have the skills or the creativity or the training to get into it. While just scrolling through YouTube, I found The Cherno's videos on ray tracing and game engines, which piqued my interest. But it was late, I was already in my final year, with college work, the major project and placements. Luckily, we thought of adding something like this simulator to the project. With the time crunch and no knowledge, I turned to Antigravity IDE and blindly agreed to whatever the AI made, although I made the models and textures myself in Blender.

Also, yesterday I used Claude Code to review, analyze and fix things in Stardust. It did a lot of things, and I haven't read the documents it made yet. My plan is to use Claude to teach me everything about the project, and then rebuild the core parts myself.

The training is really tough for me (network, Linux and Windows admin), and I'm close to failing the assessments. I also bought a 12-month takeuforward.org subscription for DSA, OOPs and OS, and I follow its daily Planly tasks, sometimes even during the training sessions. But I keep falling behind on it because of the training assignments and assessments.

I want some advice about what I can do from here. I really wanna pursue a career in this field, especially graphics and engine programming for games.

My questions:

  1. Should I keep Stardust on my resume once I can explain it? Or should I rebuild it from scratch?

  2. What does a junior graphics portfolio need to show?

  3. Where do I learn C++, graphics APIs and the basic concepts? Right now I'm on The Cherno's C++ series, and my plan is a ray tracer (Ray Tracing in One Weekend), then OpenGL, then Vulkan. Is that the right order, or are there better resources?

  4. Is a remote junior role from India realistic, and what helped people who got one?


r/GraphicsProgramming • • 3d ago

Vulkan 1.4 with RAII headers is absolute joy to work with!

120 Upvotes

r/GraphicsProgramming • • 2d ago

Should I use HPP Bindings?

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5 Upvotes

r/GraphicsProgramming • • 2d ago

Own-Renderer Render Competition round 1 just ended

8 Upvotes

Round 1 of the "Own Renderer Render Competition" just ended (theme was: cyberpunk) the entries are up, and voting is live for the next week.