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#computer-graphics

Code-native generation of highly programmable 3D assets (2026)

Hacker News Top · 14h ago Cached

Nova3D introduces code-native generation of 3D assets, producing executable Blender programs instead of opaque meshes, which enhances programmability and performance on structured benchmarks.

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#computer-graphics

@vivekgalatage: One of the best explanations on shaders by @DanHollick https://makingsoftware.com/chapters/shaders…

X AI KOLs Timeline · 3d ago Cached

A tweet sharing a highly recommended explanation of shaders by Dan Hollick on Making Software.

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#computer-graphics

@vivekgalatage: http://gameprogrammingpatterns.com/contents.html This amazing resource discusses many foundations, from "how computer g…

X AI KOLs Timeline · 4d ago Cached

A tweet sharing an online resource that covers game programming patterns, including computer graphics and common design patterns used in game engines.

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#computer-graphics

2D Gaussian Splatting for Bézier Spline Line Art Vectorization

Hacker News Top · 4d ago Cached

This paper introduces a state-of-the-art method for line art vectorization using 2D Gaussian splatting and Bézier splines, achieving high-quality vector outputs with compatibility for user input and video applications.

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#computer-graphics

I compiled Doom's renderer into a 21B-parameter transformer -- no training anywhere [P]

Reddit r/MachineLearning · 4d ago

A project compiles Doom's rendering algorithm into a 21B-parameter transformer without any training, using a custom compiler. The resulting model can generate rendered frames of Doom, albeit slowly at 35 frames per day on a B200 GPU.

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#computer-graphics

@uxiabanos: Full #3DGS of an apartment made in @UnrealEngine , Gaussian Splat trained with @lichtfeldstudio with 5M splats and 10k …

X AI KOLs Timeline · 4d ago Cached

A demonstration of full 3D Gaussian Splatting of an apartment using Unreal Engine, trained with 5M splats and 10k steps, showing improved fidelity on complex materials.

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#computer-graphics

CG-World: A Large-Scale World-State Dataset and Protocol for World Models

arXiv cs.AI · 2026-07-31 Cached

CG-World is a large-scale world-state dataset and protocol derived from industrial computer graphics pipelines, explicitly recording multimodal world states, interventions, and counterfactual branches to support world model research. It demonstrates improvements in geometry-conditioned video generation, action prediction, and closed-loop transfer of vision-language-action policies.

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#computer-graphics

What Would It Mean to See a New Color?

Hacker News Top · 2026-07-30 Cached

Explores the possibility of seeing new colors by stimulating individual cone cells in the retina, based on a collaboration between computer scientist Ren Ng and vision scientist Austin Roorda.

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#computer-graphics

A Texture Lookup Approach to Bézier Curve Evaluation on the GPU (JCGT)

Hacker News Top · 2026-07-29

This paper presents a method for evaluating Bézier curves on the GPU using texture lookups, improving efficiency for graphics applications.

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#computer-graphics

Walk on Decomposed Subdomains

Hacker News Top · 2026-07-28 Cached

A technical blog post introducing Walk on Decomposed Subdomains (WODS), a grid-free Monte Carlo method for solving elliptic PDEs with complex geometries, contrasted with finite differences and finite elements.

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#computer-graphics

Software rendering in 500 lines of bare C++

Hacker News Top · 2026-07-23 Cached

A tutorial series demonstrating how OpenGL, Vulkan, Metal, and DirectX work by building a software renderer from scratch in 500 lines of C++ with no external libraries.

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#computer-graphics

Ray tracing massive amounts of animated geometry using tetrahedral cages

Hacker News Top · 2026-07-23 Cached

This paper presents a technique for ray tracing massive numbers of animated triangles by decoupling animation from triangle count using tetrahedral cages, enabling scenes with hundreds of millions of animated triangles at 60 FPS on consumer GPUs.

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#computer-graphics

Perlin's Noise Algorithm

Hacker News Top · 2026-07-22 Cached

An explanation of Perlin's noise algorithm, covering the concept of noise, coherent noise, and the basics of implementing noise functions in procedural generation.

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#computer-graphics

Corners Don't Look Like That: Regarding Screenspace Ambient Occlusion

Hacker News Top · 2026-07-20 Cached

This article critiques screenspace ambient occlusion (SSAO) in computer graphics, arguing that it often makes corners unrealistically dark in games, and provides photographic evidence from real scenes to support the claim.

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#computer-graphics

Scanline edge-flag algorithm for antialiasing

Lobsters Hottest · 2026-07-20 Cached

This paper describes a scanline edge-flag algorithm for antialiasing in computer graphics rendering.

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#computer-graphics

DiffGI: Differentiable Geometry Images for High-Fidelity Thin-Shell 3D Generation

Hugging Face Daily Papers · 2026-07-15 Cached

DiffGI introduces a differentiable geometry image representation for high-fidelity thin-shell 3D generation, enabling end-to-end optimization and superior reconstruction quality.

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#computer-graphics

Color Pass-Through via Camera-Display Coupling

Hugging Face Daily Papers · 2026-07-14 Cached

A research paper proposing Color Pass-Through, an end-to-end learned framework that treats camera and display as a coupled system to improve color accuracy of images viewed on screens, achieving significant gains over baselines.

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#computer-graphics

InfiniteDiffusion: Bridging Learned Fidelity and Procedural Utility for Open-World Terrain Generation

Lobsters Hottest · 2026-07-12 Cached

Introduces InfiniteDiffusion, a training-free algorithm that enables diffusion models to generate unbounded, seed-consistent terrain with constant-time random access, bridging learned fidelity and procedural utility. The Terrain Diffusion framework demonstrates interactive-rate realistic terrain generation with Earth-scale dynamic ranges.

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#computer-graphics

LATO.2: Factorized 3D Mesh Generation with Vertex and Topology Flow

Hugging Face Daily Papers · 2026-07-12 Cached

LATO.2 is a factorized flow matching framework for 3D mesh generation that decomposes the process into a vertex flow followed by a connectivity flow conditioned on the vertices, achieving state-of-the-art geometric fidelity and connectivity quality.

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#computer-graphics

Don't you mean extinct?

Fabien Sanglard · 2026-07-10 Cached

An essay reflecting on the anxiety among programmers about becoming obsolete due to AI/LLMs, drawing a parallel to the shift from stop-motion to CGI in Jurassic Park, and urging professionals to evolve and learn new tools.

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