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An article from 1995 exploring the use of Haar wavelets for multiresolution analysis and compression of low-contrast textures in a 3D polygonal game engine, addressing memory constraints and mipmap storage challenges.
A technical report from UC Berkeley EECS that provides an in-depth exploration of GPU architecture background and design.
The article describes the author's project to write a ray tracer in the esoteric programming language Brainfuck, exploring the technical challenges and design decisions involved.
A tweet claims that the AI system Astra has created the most extensively detailed and accurate 3D scene ever, a process that took over 400 hours.
The article explains how Fourier analysis can be used to draw complex shapes like llamas using rotating circles, demonstrating the Fourier transform through visual examples.
The article focuses on relativistic raytracing, a technique that combines raytracing with relativistic physics to improve simulation accuracy in computer graphics and scientific visualization.
This article explains the fundamental mathematics of 3D to 2D projection in graphics, focusing on depth division and the perspective projection matrix, with practical examples.
This paper introduces μSkia, a formal semantics for the Skia 2D graphics library, and develops an optimizer that achieves 18.7% speedup on real-world Skia programs from top websites, verified using Lean.
The article details the author's debugging journey for a Voronoi-diagram shader, explaining how fractional parts of floats caused animation stutter and the methods used to diagnose and fix the issue.
KaiNinja extends a native 3D generator to produce part-level outputs using a dual-volume representation, improving both part and whole-object fidelity without requiring segmentation.
The author presents a method to create anamorphic sculptures by optimizing 3D meshes using gradient descent and differentiable rendering, demonstrated with a pig silhouette formed from car, pig, and pigeon meshes.
A blog post offers an interactive guide to the 3D ecosystem, explaining different 3D formats and highlighting the current opportunities in 3D technology.
This article describes a rendering technique for creating hand-hatched, non-photorealistic images of topological surfaces, inspired by Francis' book and various academic methods in computer graphics.
This blog post provides recipes and methods for implementing inverse kinematics and foot locking to prevent foot sliding in animation systems, targeting game developers and animators.
RenderFormer-V2 is a transformer-based neural rendering model that handles diverse light-transport effects using a two-stage sequence-to-sequence architecture with improved attention mechanisms and support for heterogeneous scene primitives.
The article discusses Poisson disk sampling, a technique for randomly placing points with a minimum distance, and details Bridson's efficient algorithm from a highly-cited 2007 paper, along with improvements for computer graphics and simulations.
Jernej Barbič, a computer science professor at USC, received a technical achievement Academy Award for Ziva VFX, a simulation software that enables realistic muscle, fat, and skin effects in over 60 movies.
Magpie is a real-time generative rendering system for interactive games that separates gameplay logic from visual generation to reduce asset production costs and preserve interactive designability.
The article presents Warnock, a technique that leverages GPU geometry amplification to improve vector graphics rendering, potentially boosting performance and visual quality.
This article discusses the enduring use of bezier curves in computer graphics and proposes improvements to enhance their smoothness and intuitiveness, correcting misconceptions about tangent constraints in pen tools.