gamesbymanuel, to demoscene
@gamesbymanuel@peoplemaking.games avatar

There's a new Momentum this Sunday! It's a monthly gathering about the demoscene, from 15 to 19h, at the Ginásio da SFIA, in Almada. Free entry.
https://www.meetup.com/demoscene-meetup/events/300511249/

pixel, to history
@pixel@social.pixels.pizza avatar
pixel, (edited ) to genart
@pixel@social.pixels.pizza avatar

Explore the 70,000-year history of generative art through hundreds of milestones and ten chapters.


https://timeline.lerandom.art/

drahardja, (edited ) to VintageComputing
@drahardja@sfba.social avatar

In 1968, Soviet scientists created one of the earliest known “realistic” computer animations: a ream of printed papers featuring an animated walking cat!

#vintageComputing #cgi #animation #computerGraphics

More information: https://computeranimationhistory-cgi.jimdofree.com/kitty-1968/

philipdutre, to random Dutch
@philipdutre@mastodon.online avatar

De voorbije 30 jaar heb ik doorgebracht in het onderzoeksdomein van . Jaar na jaar zag ik nieuwe algoritmen en technieken verschijnen die telkens leidden tot het ‘realistischer’ maken, manipuleren, wijzigen, van synthetische beelden. Amper werd er stilgestaan bij de ethische en maatschappelijke implicaties. Immers, zolang het ging over films en games was alles ‘cool’. Maar nu begin ik me oprecht zorgen te maken. 1/

hamoid, to 80s
@hamoid@genart.social avatar
game_programming, to gamedev
@game_programming@mastodon.social avatar
masterdon1312, to Software
@masterdon1312@mastodon.social avatar

Willy Weirdo’s Chocolate Jizzies - #Payday2 (2013)
#cg #software #art #videogame #videogames #game #games #computergraphics

davidrevoy, to DigitalPainting
@davidrevoy@framapiaf.org avatar

I found yesterday that hundreds of 2D Artist Magazine where uploaded to the Internet Archive, and I really enjoy browsing them for the quality tutorials, interviews and amazing artist portfolios. I thought some of you here might like it as well:
https://archive.org/details/2dartistmagazine

itnewsbot, to GraphicsProgramming
@itnewsbot@schleuss.online avatar

Game Graphics: Rasterization - Last time, I talked about racing the beam, a type of graphics used when memory was... - https://hackaday.com/2023/12/26/game-graphics-rasterization/

AmenZwa, to ComputerScience
@AmenZwa@mathstodon.xyz avatar

My recommended textbooks for undergraduates starting out in 3D :

MATHEMATICS
• Mathematical Structures for Computer Science, 1982, Gesturing
• Essential Mathematics for Computer Graphics "fast", 2001, Vince
• Mathematical Structures for Computer Graphics, 1ed, 2014, Janke

IMPLEMENTATIONS
• Principles of Interactive Computer Graphics, 1979, Newman
• Computer Graphics: A Programming Approach, 1ed, 1983, Harrington
• Computer Graphics: Principles and Practice, 2ed in C, 1996, Foley
• 3D Computer Graphics, 3ed, 1999, Watt

APPLICATIONS
• Graphics Library Programming Guide, v2, 1990, Fisher
• OpenGL Programming Guide: The Official Guide to Learning OpenGL, v1.1, 1997, Woo

This list is for those CS students who are planning to pursue a career in CG academic research. It is not aimed at those who want to become game designers or superhero film producers.

Future researchers should, at a minimum, read Vince, Foley, Woo, and Harrington, in order to gain historical, theoretical, and practical grounding in the field. Thereafter, students may proceed to the paper mill. Read the other books on the list, only to gain a broader perspective.

Vince offers a solid foundation in CG maths.

Foley is the perennial. Read it!

Harrington provides detailed algorithms for implementing a simple, complete 3D pipeline in software. Do it! It is unique among CG texts, which focus on maths or on APIs. This is the book that got me started in CG, as an undergrad in 1983.💕

Woo describes OpenGL v1.1 API, which is simple enough for novices, yet adequately modern. Although OpenGL is now considered dated, it still is the best learning tool, because its capability and simplicity are balanced.

thias, to VintageOSes
@thias@mastodon.social avatar

Small moment of pride, I finally managed to write Swift code that decodes QuickDraw regions. The current code is super inefficient, but works.
I found a test image that uses non square regions instead of bitmaps, you can see the difference in rendering between my code and the Preview Application of Mac OS X.

Rendering by Mac OS X's preview

42yeah, to Blog

Combo day! Here’s the real blog post of the week: given a trained Gaussian Splatting scene, how do we render it? Let’s find out!

https://blog.42yeah.is/rendering/opengl/2023/12/20/rasterizing-splats.html

malducin, to random
@malducin@mastodon.social avatar
gfkdsgn, to AdobePhotoshop German
@gfkdsgn@burma.social avatar

The Indy was SGI's entry-level 3D workstation for CAD and 3D animations in 1993. This beautiful computer was actually the first shipped with a webcam and had video I/O ports built-in.
Since 2023 isn't over yet, there are a few days left to celebrate IT's 30th Anniversary and to realize that @Blender was developed on one of them.

Made with @inkscape not or . @art

malducin, to blender
@malducin@mastodon.social avatar
gfkdsgn, to blender German
@gfkdsgn@burma.social avatar

The Indy was 's dedicated and Computer 1993. We can celebrate 's 40th Anniversary with our @art and tribute made with @inkscape not .

janeadams, to random
@janeadams@vis.social avatar

Reading about the disaster release of Cities Skylines 2 has been a fantastic crash -ahem- course in for ...

A few weeks ago, one user noticed that all of the in-game characters (of which there may be thousands) in this city builder have fully rendered teeth:

https://www.reddit.com/r/CitiesSkylines/s/K56gAO1xqA

Causing others to write their own analysis:

https://blog.paavo.me/cities-skylines-2-performance/

Today alone I have learned so much about LoD, occlusion culling, virtual texturing, and poly count nuances 😯

chrisoffner3d, to random
chrisoffner3d, to GraphicsProgramming

Explore GPU advancements in M3 and A17 Pro
"Learn how Dynamic Caching, the next-generation shader core, hardware-accelerated ray tracing, and hardware-accelerated mesh shading of Apple family 9 GPUs can improve the performance of your Metal apps and games."

https://developer.apple.com/videos/play/tech-talks/111375

fell, to gamedev
@fell@ma.fellr.net avatar

Engine programmers literally only want one thing and it's fucking disgusting:

> The game has PASSED the Hardware/Software Compatibility and Performance Check with a great majority of systems obtaining excellent performance results.

(Actual results of my work, I am SO proud!!! 🥳)

itnewsbot, to Games
@itnewsbot@schleuss.online avatar

Game Graphics: Racing The Beam - Have you ever wondered how the graphics in your favorite video games worked? This ... - https://hackaday.com/2023/10/24/game-graphics-racing-the-beam/

krssctt, to random
@krssctt@mastodon.social avatar

The deepest dive into the art and science of colour that you didn’t know you needed, including:

How light works
How vision works
Computer graphics
Colour Theory
Colour spaces
Non-Euclidean geometry
Gamuts
Palettes
RGB vs sRGB vs HSL
OKLAB
And somehow even more than that

https://m.youtube.com/watch?v=fv-wlo8yVhk

gimulnautti, to random
@gimulnautti@mastodon.green avatar

IN YOUR (modern) HANDHELD DEVICE, EVERY SINGLE PIXEL IS A COMPUTER MORE POWERFUL THAN AN 80’S HOME COMPUTER.

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