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#computergraphics

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As 3D generative AI matures, it’s reshaping creativity across multiple disciplines.

This year, ever-expanding work in the 3D generative AI space will be explored as part of the SIGGRAPH Technical Papers program, including these three novel methods — each offering a unique take on how 3D generative AI is being applied.

Check out the award-winning research here: blog.siggraph.org/2025/06/sigg

My latest article delves into vector rotations as a specialized class of linear transformations, addressing their theoretical underpinnings in 2D and 3D. We examine classical rotation matrices, Rodrigues' formula, and their critical role in #GameWorldModeling and real-time systems, particularly concerning computational precision.

thorsten.suckow-homberg.de/doc

Wrote some more about extending the "HAKMEM 149 line algorithm" to a quad rasterizer to be able to draw billboards (sprites) up to 3D sprites, the HAKMEM approach (and forward mapping) lose a bit of interest when degrees of freedom (and projection) are added up though but it was fun to retrace the sprites history a bit. :blobcatcomfysmirk:

onirom.fr/wiki/codegolf/main/#

#GameDev #ComputerGraphics #Normals #Meshes I am already well familiar with the concepts of vertex and face normals, and I know ways to calculate them for simple, or even quite complex cases. Simple being all smooth, or all facetted. Moderately complex being where we have some sharp and some smooth edges, maybe based on an angular threshold, and can share or split verts/normals accordingly.

But... but... what do we do when the mix of sharp and smooth edges is ambiguous, like in the picture. The red edge is sharp and the three blue ones are smooth, so how do we treat the 4 polygons where they meet at the vertex? There is no clean division between polys which connect smoothly and ones which should be separate rotating anticlockwise from A to D, all the edges should be smooth, so A should share a normal with B, and thus with C and eventually D, but going the other way, from A straight to D, we'd like the line to be sharp and we'd like them not to share. Obviously we can't have both. It's a puzzler...

Does Wikipedia really have no article on loading tunnels in computer games?

You know, those spots where you squeeze through a crack in a wall, walks through a corridor with a wall in the middle where the path splits and goes around it, or takes an elevator, which allows the game to unload most of the previous level (which you can’t see anymore now) and start loading the next level, instead of interrupting the game with a loading screen?

Is there a more generic term for that?

I've also been looking at racial bias, #racism in #Computergraphics. (There was a path I was on, from Grace Hopper's wikipedia entry (because of the recently released NSA lecture) to #lenna to shirley cards in #photography until finally I got here.)

@TheodoreKim has a video I watched about this that was really eye opening for me. I've asked my lecturer in the #uniofsheffield about this as I'll be doing a computer graphics module, so I'll see what he says. youtube.com/watch?v=ROuE8xYLpX