r/computergraphics • u/NRS_Music • 11h ago
Un Human 2 — Created in Blender | NRS Creation
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/NRS_Music • 11h ago
r/computergraphics • u/sharjith • 19h ago
r/computergraphics • u/Momota2333 • 20h ago
r/computergraphics • u/NRS_Music • 21h ago
r/computergraphics • u/has_some_chill • 1d ago
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r/computergraphics • u/Aggravating_Pie2373 • 1d ago
r/computergraphics • u/NRS_Music • 1d ago
r/computergraphics • u/NRS_Music • 1d ago
r/computergraphics • u/Disastrous-Bed6662 • 2d ago
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r/computergraphics • u/Fit_Revenue1928 • 2d ago
One Houdini node that builds a human body in real units (age in years, height in cm, weight in kg) and animates it from a sentence.
- Body: open-source SOMA and Anny body models, solved to hit the exact height and weight
- Shape: gender, muscle, breasts, buttocks, surface smoothing
- Motion: NVIDIA Kimodo text-to-motion, running locally on my GPU
- Path: draw a curve, and Kimodo generates the motion on it
Built by Alaa Belghith, working as Anything Visual.
Music: "Raving Energy" Kevin MacLeod (incompetech.com), licensed under Creative Commons: By Attribution 4.0 License
r/computergraphics • u/Vegetassj3d • 2d ago
r/computergraphics • u/NRS_Music • 2d ago
r/computergraphics • u/Repulsive-Weight-146 • 2d ago
16 HOURS. ONE WORLD.
What started as a 24-hour challenge turned into a complete environment in just 16 hours! My goal was to capture that feeling of scale, mystery, and exploration. Massive abandoned structures, turquoise waters, distant mountains, and a world full of untold stories.The biggest challenge? Bringing everything together through composition, lighting, and atmosphere within such a limited time.16 hours of creation. One final shot.Hope you like the result!
r/computergraphics • u/Ron_LeftyLoosey • 3d ago
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Website is: karlsims.com/rdtool.html
r/computergraphics • u/has_some_chill • 3d ago
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r/computergraphics • u/Able_Jackfruit_5700 • 3d ago
r/computergraphics • u/Andriu_65555444 • 3d ago
r/computergraphics • u/Educational_Monk_396 • 3d ago
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Hey guys! Quick update on my renderer, which I've been working on and off for the past 7–8 months or so.
The library is quite opinionated about DOD (data-oriented design) and the explicit nature of WebGPU, and I've recently added support for neural inference and training.
You can now train small neural networks (MLPs), around 1–4 layers deep, using supervised learning directly as part of the library.
In the herd and wolves example below, the agents have simple behavioral rules, like chasing prey when it's nearby or fleeing when a predator gets close. The idea is to train a small model to learn these behaviors and then use it to drive the agents.
For this example, we're talking about a model with roughly 2,000 weights, so obviously not a general-purpose AI model, but enough for these kinds of behaviors.
The library also supports ONNX Runtime for working with larger models or models trained externally with something like PyTorch. For these smaller, more specialized models, though, the built-in MLP implementation will generally be faster in my use case.
Live demo (WebGPU-supported browsers only):
https://nullgraph.dev/dashboard/agents/herd-wolves-gpu
Github
https://github.com/flarelink-in/NullGraph
Another feature I've been working on is offline rendering, with a workflow somewhat similar to what's available in tools like Blender or Houdini.
It's split into two phases:
\- Compute records: Run the expensive simulation and bake the data that needs to be simulated.
\- Render records: Replay those records through the rendering execution chain using a screen texture, generating frames/tracks that can then be stitched together.
The goal is to handle simulations or visuals that would otherwise be too expensive to run in real time, or would take a long time to render, and then replay the result at 60 FPS.
I have a demo of this on my YouTube channel. The bake took up close to 30 GB of space, while the final result was around 500 MB.
Offline rendering demo:
https://youtu.be/pTD-7PCPGrg?si=vfENWIpR9YU-JEbZ
I've also added another demo to the video, this time focusing more on visual aesthetics rather than the science/simulation side.
NullGraph exists as part of a larger web-native open-world simulation runtime that I work on from time to time.
Right now, I'm looking into improving my neural network implementation to better match or potentially outperform ONNX Runtime for my use cases. One of the things I've noticed is that the ONNX integration can introduce a 1–3 frame delay in my current setup, along with an additional runtime download of around 6.4 MB.
I'm also starting research into co-evolution, with the goal of bringing evolutionary learning and reinforcement learning into the runtime. The co-evolution approach draws on ideas from OpenAI research and the hall-of-fame technique. I've written some design docs for this, but I'll share more once there's a working implementation to show.
One thing I'd love to get your thoughts on:
Would you guys be interested in offline rendering driven by AI prompts directly in the browser? The idea is to let you generate demos or visually complex scenes through code, spend as much time as needed baking them locally, and then replay the results smoothly. I'm also exploring ways for the system to verify its own output rather than just blindly generating code.
I'm curious whether this kind of workflow would be useful to people working on creative coding, simulations, procedural graphics, or web-based experiences.
Let me know what you think!
r/computergraphics • u/ThatDevilCrowley • 4d ago
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Its called Blackstar Lullaby. I'm still working a lot of it out, but it finally feels like it's getting closer to what I imagined.
Pulled apart one of the shots to show a bit of the screen work. Thought all the little layers might be interesting to see.
r/computergraphics • u/No-Bird5018 • 3d ago
Project announcement from SuperPower Normals.
A free browser tool for turning existing height or displacement maps into normal maps: https://spnormals.pages.dev/
The focus is preserving input precision and giving artists control over the slope response:
• 16-bit PNG, high-precision TIFF and OpenEXR input, without first converting these files through an 8-bit canvas.
• Sobel, Scharr and central-difference gradients; OpenGL and DirectX output.
• A Bezier height-curve editor with Global, Local and Fade modes, plus an A/B split for comparing settings.
• PNG/TIFF 16-bit, EXR half, TGA, JPEG, WebP and DDS BC5 export. BC5 includes mipmaps and is a compressed option for engine use.
Relief height is set as a percentage of map width, so the strength control has a defined relationship to texture size. Tile mode wraps sampling at the image edges; it is intended for height maps that are already seamless.
No installation, account or payment is required. Image processing happens locally in browser workers, and source images are never uploaded. The interface is available in 16 languages.
Feedback on the curve workflow and high-precision export is welcome.
r/computergraphics • u/lampmaker • 5d ago