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Devlog part 34 for the game Around The World, where Thomas ten Cate improves sky and cloud rendering by building a custom Monte Carlo ray tracer in Rust to simulate multiple scattering, producing a better light-scattering lookup table than povray, and tinting clouds with the sky color in Godot.
A CMU graphics professor used Astra to craft a highly detailed 3D dragon from just 27 KB of code after roughly 25 hours of AI calls, while graphics researchers showed the same underlying mathematical 3D modeling technique can deliver up to 629× faster rendering and 1,000× faster geometry evaluation.
DGX Monarch是個人開發的開源專案,讓使用者能在雙DGX Spark叢集上透過ComfyUI進行圖像/影片生成,達到近2倍的渲染速度提升,支援BF16/FP8/NVFP4/INT8等多種精度。作者同時分享了使用AI輔助開發此專案所耗費的各平台訂閱成本。
Bevy 0.20 发布,带来 227 位贡献者的 817 个 PR,主要亮点包括更快更准确的 Solari 光线追踪渲染器(支持 macOS/Metal 及 DLSS)、BSN 场景语法改进、更多 UI 组件、官方采用 WESL 着色器语言,以及 Sprite 自定义材质支持。
Opus 5.5 wrote a path tracer from scratch that traces up to 2,048 light paths per pixel, rendering realistic light interactions in 4K using Modal, without any 3D engine or graphics libraries.
CedarDB ported the original 1993 Doom's game logic and BSP-based renderer entirely into SQL queries, running the game loop at 35 FPS with a full playable deathmatch demo inside the database.
This article details a bug in the Commodore 64 game Mercenary that enables early access to areas via lift mechanics, alongside an explanation of the game's rendering and memory management techniques.
Narrative is an AI-first video editor that enables users to create and refine videos by describing edits in a chat interface, offering features like custom motion graphics and reference-video style matching.
GPT-6 Astra autonomously recreated the Palace of Fine Arts in Blender by researching hundreds of reference photos, iterating on the 3D scene, and rendering a video with minimal human steering.
This article explains how the browser's main thread becomes expensive in interactive web applications, causing performance issues like jank, and discusses strategies for optimizing frontend code to avoid blocking this critical resource.
Daniel Vavra, director of Kingdom Come: Deliverance 2, tested the leaked NVIDIA DLSS 5 technology, noting enhancements in skin detail, lighting, and shadows that improve character appearance without changing geometry.
The article presents Warnock, a technique that leverages GPU geometry amplification to improve vector graphics rendering, potentially boosting performance and visual quality.
The article showcases how @reijowrites used rendering techniques to create the 'Thesis rock,' demonstrating digital sculpting in contrast to traditional methods.
Introducing the hyperReel algorithm, a real-time neural radiance field rendering technology, for interested researchers.
The article explains why tiny JPEGs can look different in Chrome compared to other browsers, due to a JPEG decoding optimization that skips high-frequency DCT coefficients during heavy downscaling.
Sebastian Aaltonen critiques the complexity of modern graphics APIs rooted in legacy hardware abstractions and proposes a clean-slate design using 64-bit GPU pointers and CUDA-like memory management.
This paper introduces MASS, a method for multiplayer world models that disentangles world dynamics from view rendering using an authoritative shared state, enabling scalable and consistent multi-agent simulation with up to 1,024 concurrent players.
A developer shares a rotating torus rendered in the terminal using the Kitty graphics protocol, explaining the base64 encoding and protocol details.
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.