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
Friendly reminder (or in case you are not aware), I maintain a massive #BibTeX/#BibLaTeX file with #rendering-related references. It includes all the work I've ever cited in my own papers, all recent #SIGGRAPH, #EG, and #EGSR papers, and more (some 4000 and counting). I add to it regularly.
If you use #Overleaf, there is also an easy way to add it to your projects and keep it updated (explained in the GitHub repo readme). It is one of the first files I add to any new #LaTeX project.
The rings tower high over the midnight horizon with Saturn's shadow cast over them. A bit of artwork I made for @badastro last week.
This image combines Cassini imagery of Titan, Enceladus, and the Rings with a NASA star map, and a picture of overcast clouds I took from and airplane a few years ago. The rings were rerendered for the atmospheric perspective and the shadow.
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."
In 1968, Soviet scientists created one of the earliest known “realistic” computer animations: a ream of printed papers featuring an animated walking cat!
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.
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.
#BLOG day! This week, we’ll take a look at how to render caustics using photon mapping.
Proposed by Henrik Wann Jensen in 1996, photon mapping is a global illumination algorithm that shoots out photons at light sources and store their scene interaction information in something called a “photon map”, to be reused later in the calculation of indirect lighting.
De voorbije 30 jaar heb ik doorgebracht in het onderzoeksdomein van #computergraphics. 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/