graphics
A practical IEEE Transactions on Image Processing (TIP) submission guide for image-processing researchers evaluating their work against the journal's technical bar.
Numbers in a table tell you something. A chart tells you the same thing in a second. You can stare at 1000 rows of salary data and struggle to see the pattern. Or you can plot a histogram and instantly see that it is bimodal, two clusters, probably two different job levels in one dataset. The pattern was always there. The chart made it obvious. Matplotlib is the foundation of Python visualization…
In a world of 4K ray traced games, 8GB of VRAM is struggling to cut it. But there are settings solutions.
Gaussian Splatting gives you photorealistic environments for free. The catch: a splat is just a cloud of oriented blobs - no triangles, no colliders, no navmesh, no lights. Drop a character in and they'll float through walls looking like they belong in a different universe. This post walks through the demo I built to fix all of that: - 👉 Play it in your browser - WASD, mouse to aim, left-click to…
CSD Faculty Meeting Gates and Hillman Centers jennsbl Mon, 04/20/2026 - 13:46 6115 See Email Announcement May 6, 2026 3:30pm May 6, 2026 5:00pm Diana Hyde Faculty Meeting Artificial Intelligence Graphics Programming Languages Security Systems Theory Gates and Hillman Centers See Email Announcement
I recently shipped a free macOS app called Wisp — a menu bar utility that adds gentle, glowing particles between your wallpaper and your desktop icons. Nothing revolutionary, just a visual texture I missed. But building it turned into a tour of some underused Apple APIs I want to share. 🌐 wisp.gruffix.ru · 💾 GitHub · MIT The challenge I wanted ~1,000 particles drifting smoothly on a 4K display at…
Introduction In the previous article, we looked at the internal structure of the EIS pipeline through Gyroflow: gyro data acquisition → integration → smoothing → frame warping. But when you actually implement this pipeline, you hit a problem that's easy to overlook. "I applied EIS correction, but the video looks even more wobbly — like jello." The culprit is Rolling Shutter . Rolling Shutter is a…
Building the DEV Community Homepage with Pure Canvas In modern frontend development, we are accustomed to building user interfaces with HTML and CSS. But have you ever wondered what it would be like to completely abandon the DOM tree and use pure Canvas to draw a complex modern web page (like the DEV Community homepage)? In the react-canvas project, we took on a hardcore challenge: building the D…
Introduction to Spherical Harmonics for Graphics Programmers published on Apr 12 2026 On your computer graphics journey, you will eventually run into some paper or code mentioning spherical harmonic functions. They are indeed a very useful tool: with just a few coefficients, they allow us to approximate a given function defined on a sphere. This can be very useful for modeling complex lighting. W…
I was recently reading the Vue documentation and came across a mention of Pinia, a library for state management. And when I clicked on the link, this library won me over thanks to its creative logo. It would seem like this is just a documentation site, where all you need to post is code descriptions and examples. So, it was a surprise to me when Pinia started following my cursor. I even forgot my…
SDL2 is my favorite graphics library right now. It might not be as powerful as something like raw OpenGL, but it's simple. Simple enough that you can just pick it up and start using it. There's a glaring issue with it, though. The documentation is horrible. Absolutely horrible. A lot of it is unfinished, and it doesn't look like it's getting attention any time soon. The SDL1.2 documentation wasn'…
Doctoral Student Review - AI, Graphics, Theory (1-3) Gates & Hillman Centers jennsbl Thu, 04/02/2026 - 14:03 6115 Doctoral Student Review (DSR) AI/Graphics/Theory Artificial Intelligence, Graphics, Theory - Years 1-3 Please see emails for additional information. May 7, 2026 9:30am May 7, 2026 12:00pm https://csd.cmu.edu/academics/doctoral-resources/dsr-schedule …
The ACM Special Interest Group on Computer GRAPHics and Interactive Techniques (SIGGRAPH) is the annual conference on computer graphics (CG) convened by the ACM SIGGRAPH organization, and deemed as one of the top computer graphics conferences in the world. Paper Digest Team analyzes all papers published on SIGGRAPH in the past years, and presents the 15 most influential papers for each year. Thi…
At the CES trade show, NVIDIA today announced DLSS 4.5, which introduces Dynamic Multi Frame Generation, a new 6X Multi Frame Generation mode and a second-generation transformer model for DLSS Super Resolution, so gamers can experience the latest and greatest titles with enhanced performance and visuals. Over 250 games and apps now support NVIDIA DLSS […]
Researchers have invented a display technology for on-screen graphics that can be felt via touch.
Caustics rendering remains a long-standing challenge in Monte Carlo rendering because high-energy specular paths occupy only a small region of path space, making them difficult to sample effectively. Recent work such as Specular Manifold Sampling (SMS) [Zeltner et al. 2020] can stochastically sample these specular paths and estimate their unbiased weights using Bernoulli trials. However, applying…
We present ReSTIR Path Guiding (ReSTIR-PG), a real-time method that extracts guiding distributions from resampled paths produced by ReSTIR and uses them to generate improved initial candidates for the next frame. While ReSTIR significantly reduces variance through spatiotemporal resampling, its effectiveness is ultimately limited by the quality of the initial candidates, which are often poorly di…
When inspiration strikes, nothing kills momentum faster than a slow tool or a frozen timeline. Creative apps should feel fast and fluid — an extension of imagination that keeps up with every idea. NVIDIA RTX GPUs — backed by the NVIDIA Studio platform — help ideas move faster, keeping the process smooth and intuitive. GeForce […]
Triangle Splatting+ redefines 3D scene reconstruction and rendering by directly optimizing opaque triangles, the fundamental primitive of computer graphic, in a fully differentiable framework. Unlike Gaussian Splatting or NeRF-based approaches, it delivers real-time, game-engine-ready meshes without post-processing, enabling instant compatibility with engines like Unity or Unreal. Developed by r…
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