Tag
Nova3D introduces code-native generation of 3D assets, producing executable Blender programs instead of opaque meshes, which enhances programmability and performance on structured benchmarks.
A tweet sharing a highly recommended explanation of shaders by Dan Hollick on Making Software.
A tweet sharing an online resource that covers game programming patterns, including computer graphics and common design patterns used in game engines.
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.
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.
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.
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.
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.
This paper presents a method for evaluating Bézier curves on the GPU using texture lookups, improving efficiency for graphics applications.
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.
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.
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.
An explanation of Perlin's noise algorithm, covering the concept of noise, coherent noise, and the basics of implementing noise functions in procedural generation.
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.
This paper describes a scanline edge-flag algorithm for antialiasing in computer graphics rendering.
DiffGI introduces a differentiable geometry image representation for high-fidelity thin-shell 3D generation, enabling end-to-end optimization and superior reconstruction quality.
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.
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.
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.
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.