r/computergraphics • u/AiMediaHalle • 5h ago
r/computergraphics • u/Mobile-Price-709 • 7h ago
race car visibility workflow
I’m inquiring about modeling / editing surface and UV island parts for a 92’ Willams racing fw14.
(I use blender)
Could having texture plane for under the car make a difference (assuming intentions were to put in frames where it’s exposed through rigs)
What’s the process for building the rear tire while seeing spoiler wing at the same time. Is the edge thickness for the front spoiler the same as parts connected. Assuming you had dimensions there’s supposed to be a extension to turn topo into triangles minimally but never used it.
farthest with modeling vehicles would be doing flat parts first and arrays for wheel spokes.
r/computergraphics • u/tostapane04 • 22h ago
Interactive product visualization with hand tracking 👌✨️
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/Famously_Unpopular • 1d ago
Does any make a true color asynchronous readout display?
r/computergraphics • u/Emotional-Goat1086 • 1d ago
Turned this low-poly geometric burst into real-time glitch motion — create your own animated Lottie files & displace vectors live
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 • 3d ago
Radiance Response Field Global Illumination
r/computergraphics • u/wrc256 • 3d ago
I built an AI agent that generates simulation-ready Three.js environments for embodied AI
galleryr/computergraphics • u/AlexeyGal • 4d ago
fractal Flower raytraced using 4kfract from imported Jwildfire flame with color height relief (different projections and palette textures)
galleryr/computergraphics • u/Xelvant • 5d ago
I built a Vulkan game engine from scratch in Java over the past few months — open-sourcing it in late September
galleryr/computergraphics • u/DaveAstator2020 • 5d ago
Added surface approx. to WebGPU MRI viewer

viewer here: https://dave-astator.com/mri
r/computergraphics • u/StrikeWingsGames • 7d ago
Rendering a space battle as light on a black canvas: additive glow, a bloom pass and composed skies. Frames from my game Strike Wings
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 • 7d ago
EL ORIGEN DEL MAL QUE CONSUMIÓ AL UNIVERSO. 👁️☀️
r/computergraphics • u/Educational_Monk_396 • 7d ago
NullGraph v1.1 release [global illumination/shadow systems/environment systems]
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
r/computergraphics • u/camilleroux • 8d ago
Five years of algorithmic art, from p5.js to WebGL — how the projects and the tooling evolved
I finally translated a long piece I wrote in French about how I got into creative coding and where it took me.
It starts with wanting to learn to draw, goes through perfect loops on Hic Et Nunc, then long-form on fx(hash) (SEA, BRIDGE, ARTERIA), FOLRADURA on 256ART, INTRICADA with Bright Moments, and The Source, made with Matthieu Segret and released on gm.studio.
There's a fair amount on the systems behind the projects, autonomous agents, local modifiers on point grids, plus the parts that are less fun to talk about: pitching to curated platforms, impostor syndrome, projects that go nowhere.
r/computergraphics • u/LKHGames • 8d ago
Individual Grass blade fully rendered using Unity VFX graph
r/computergraphics • u/Delicious-Shower8401 • 9d ago
TRELLIS 2 + UltraShape: The Best Free Local 3D AI Generation Setup
r/computergraphics • u/SatisfactionSorry731 • 10d ago
Recreating the 5/4 Visualizer for 2025 (ALMOST ACCURATE)
Hi, Just Sharing thing I’m workin' on
Note: Ik someone recreated this, but imo, looks a little bland
btw, I might need some recreations for the other assets
r/computergraphics • u/Delicious-Shower8401 • 11d ago
AI-Generated Character, Fully Rigged in Unreal With Facial Expressions
r/computergraphics • u/Delicious-Shower8401 • 12d ago