/r/computergraphics
This subreddit is open to discussion of anything related to computer graphics or digital art.
Anything related to CG is welcome.
If you submit your own work, please be ready to receive critiques.
If you submit other peoples work, please give credit.
For more information about posting to our subreddit, read the r/computergraphics FAQ
Here are subreddits dedicated to specific fields:
r/vfx
r/GraphicsProgramming
r/MotionDesign
r/Programming
r/gamedev
r/Low_Poly
r/archviz
r/3Dmodeling
r/DigitalArtTutorials
Questions about specific software. We'd love to help, and please feel free to ask, but these software specific communities may be able to provide you with more in-depth answers.
/r/computergraphics
Im stuck and running around in circles.
Trying to learn too much and just drained and beat.
I need to choice one path - WebGL or OpenGL.
What I also need to learn is 3D Math but if I choose OpenGL I also have to learn C++ at the same time.
I have kids so I need to stop running around and pick one path but so hard when jobs ask for 100 things.
Which path has more opportunities and what's more realistic to learn by 1yr to start building projects to build a portfolio for a job in the field.
Thank you.
I've been diving into 3D practice recently, focusing on animating a PS5 controller. It's been a great way to refine my skills in bringing objects to life through movement. The sleek design and intricate details of the controller made it a challenging yet rewarding subject.
Visuals: Studio Kiwe Sound Design: H1sound
full project: https://www.behance.net/gallery/212579863/PS5-Controller-Concept
My understanding is, a shape grammar is a system of rules, which sound strikingly similar to horn clauses, used to define how basic shapes (like triangles) fit together to form larger objects, both in 2D and 3D.
It looks like this concept has traditionally been used for manufacturing and architecture applications like CAD (example), but it seems to me, and please cmiiw, that apps like CAD are just a short hop away from full blown graphics engines anyway.
Am I making sense or let me know if I'm confused about the concept and this is crazy talk.
Anyone know which computer program would be good for creating physics models to test! For example. Creating different types of mediums, that is/are flexible, to see how vibration would affect it. Thanks! T
Blending and Approximation of curves appear to be quite similar on the surface level, what's the fundamental difference between them.
https://helpx.adobe.com/photoshop/using/applying-color-balance-adjustment.html
Here is sumary of it. I want to code it in openGL on a android app. The input is some bitmap with RGBA and I want the output is that too.
Does anyone have a resource that gives a good overview of every subfield in Computer Graphics? I'm taking a class on it right now and I'm loving it so far (the blend between mathematics, arts, physics, and computing makes it super interesting and engaging for me), but I'm not sure what subfields within graphics are out there (at least, what subfields that aren't covered in the course).
For context, my main interest is in Computer Systems and Architecture, so finding a field within graphics that merges both elements from Graphics and SysArch would be great :)
From what I understand, both are "almost" the same. Both rely on the fact that a random event repeated a large number of times converges toward the expected value.
TL;DR: I want to make visualizations and simulations of objects using raytracing or something similar, but I don't know what path I should take. I only know the very basics of C++.
I am planning on pursuing astronomy and astrophysics, and I am particularly interested in creating simulations using raytracing. Realtime raytracing is something that would be absolutely amazing, but I doubt that is realistic for things that aren't computationally simple. I have zero experience with raytracing and I only know some basic fundamentals of C++. I've used OpenGL but I don't have much experience.
I'm not expecting to be able to make simulations in a month or even a year, but I want to know where I should start. One particular project I have in mind is a Kerr-Newman Black Hole. I want to first simulate a Newtonian black hole, then a Karl Schwarzschild black hole, then I want to add a flat accretion disk, then I want to calculate doppler shifting (I know that will be difficult), make the disk volumetric, and then eventually Kerr-Newman physics. Another project I have in mind would be gravity simulations based on general-relativity physics.
I just want to know how I should approach learning these things. I have heard of "raytracing in a weekend" but I haven't begun reading it due to not being fluent in C++. Also, I am very young. I'm only 14 right now and I know it is a VERY big project. I'm probably underestimating how long this would take me, but I want to learn to code because I really think that the result will be rewarding.
A couple of notes: Mathematics will probably not be a problem. I'm taking Calculus II as of now and I plan to take physics classes sometime later. Also, "fundementals" in reference to C++ means console output, basic flow (if, else, for, do, while), classes (private, public, constructors, deconstructors, functions + overloaded fncs, basics of "this" keyword, objects), logical operators, and a familiarity with but not a complete understanding of pointers.
So I have mocap data which consists of local joint transforms relative to the rest pose pose transforms which define the skeleton. This mocap data is of a human. And I have created the kinematic model using the rest pose transforms. For the time being I have made all the joints as ball joints so I can directly apply the poses in the local joint transforms. It is working as expected as the ball joints are oriented using quaternions which I can easily extract using the matrix to quaternion conversion. However to make the model more realistic I would like to model the knees and the elbow joints as hinge joins with a fixed hinge axis. I would now like to know how to transfer the animation in this case, where the hinge joints would just expect a scalar value. I have tried converting the transforms to axis angle however the elbow joints don't really seem to have a fixed axis along which they rotate. I first though that it would be some amount of noise that was changing the axis. But when I checked the variance it was close to 90 degrees so I'm not really sure how I should proceed with this problem. Any help is appreciated. Im using a library called MuJoCo for the same. Here's a Google collab code for the issue. https://colab.research.google.com/drive/154YTdflNrLCGHZ98jPSt_TZeafrYqFR-?usp=sharing#scrollTo=NFxtQ6G12r8S
Hi everyone,
I’m currently working on a project that requires generating multiple 3D models of tomato plants, each representing different stages of growth. I need to create a wide range of models at various ages and not just a few.
I've done quite a bit of research, including reading academic papers, but I haven't found a clear or straightforward method to achieve this.
Does anyone have any experience or know of any tools that could simplify this process? For example, there are programs that can easily generate trees in various growth stages. I’m looking for something similar but for tomato plants.
Any advice or pointers would be greatly appreciated!
Thanks in advance!
I am seeking for a cpp library, must work on linux and windows, to load a glb with all data, specifically animations. And give me a structure or iterator. If you know one that read gltf and images and its binary to give an iterator, It would be the same. I just need pointers to the right place. I could not find a satisfying one on Google. Thanks👍
I’m currently a senior studying 3D animation at the Rhode Island School of Design. During my time here I became very interested in procedural algorithmic animation. RISD has a cross-registration program with Brown University so I’ve been taking advantage that and enrolling in as many CS courses as possible. Right now I’m doing Intro to Computer Graphics and I love it so much. It’s made me want to pivot into graphics completely. But I’m just not really sure where to go from here. I’m assuming going to grad school would make the most sense that way I can get an actual degree in the field (which I can’t get through cross-registration). Just wondering if anyone has any advice on what schools I should be looking at. In the class I’m taking now, we built a ray-tracer and are now working on real time rendering. Next semester there’s an advanced course I want to take where we go more in depth with computing realistic lighting, setting up physics sims, etc. Apparently we’re also supposed to look into a graphics paper and try to implement its techniques into our final. I think I’m mostly interested in doing something with physics simulations. Also really curious about how ML is going to be integrated into the field and maybe doing something with that. I don’t really know. Would appreciate any advice.