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Posts by Arthur Cavalier

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I spent the last few days implementing the fantastic curvenet pixar article :
dl.acm.org/doi/epdf/10....

it's very cool to be able to animate meshs without having to paint animation weight

A pain to implement though ^^

3 days ago 6 2 0 0
Introduction to Spherical Harmonics for Graphics Programmers

INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS

finally done.

gpfault.net/posts/sph.html

1 week ago 269 82 8 2
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GitHub - BrunoLevy/imgui_lua_bindings_gomgen: Function bindings for ImGui in lua Function bindings for ImGui in lua. Contribute to BrunoLevy/imgui_lua_bindings_gomgen development by creating an account on GitHub.

Lua bindings for @ocornut.bsky.social's dear imgui were unmaintained / incompatible with new versions.
So I forked and rewrote them, here:
github.com/BrunoLevy/im...

3 weeks ago 10 2 1 0
An unreadable overview of our course on Optimal Transport and fluid simulation for Eurographics

An unreadable overview of our course on Optimal Transport and fluid simulation for Eurographics

Preparing with @pltc.bsky.social our course on Optimal Transport for @eurographicsc.bsky.social
He created a hands-on experience in Python, from Laguerre diagrams to semi-discrete OT, from simple bouncing balls to incompressible Euler fluid simulator.

Looking forward to see you in Aachen !

1 month ago 17 3 0 0
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Working on Graphite/Geogram, improved the GUI, reorganized in a tree (leaves much more space for the 3D view). Will be released soon. For the curious, the repo is up to date here: github.com/BrunoLevy/Gr...

Image: OpenSCAD test suite (displayed in a retro-futurist style for fun...)

2 months ago 34 3 2 0
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#genuary2026 day 1: "One color, one shape."

2 months ago 173 55 0 0
Workshop sur les mathématiques de l'IA - Sciencesconf.org Le workshop se déroulera sous forme de présentations sur appel à contribution (résumé d'une page). Une session poster sera organisée au besoin selon le nombre de contributions.

Save the date : on organise un workshop sur les maths de l'IA à Bordeaux les 4-6 novembre. N'hésitez pas ! plus on est de fous plus on rit ! (dans les limites des capacités d'accueil haha)

Dates & infos :
wmathsia2026.sciencesconf.org

3 months ago 13 6 1 0
How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

3 months ago 76 29 0 0
A teaser figure showing the process of metamers rendered differentially (MRD). Target scene parameters are used to render a target scene. A new scene is initialized from some starting point, and renders are created from this scene. The loss between the initial and target scenes is measured. MRD allows the gradients wrt the loss to be propagated to the scene parameters (e.g. lighting, geometry or material) for gradient-based optimization.

A teaser figure showing the process of metamers rendered differentially (MRD). Target scene parameters are used to render a target scene. A new scene is initialized from some starting point, and renders are created from this scene. The loss between the initial and target scenes is measured. MRD allows the gradients wrt the loss to be propagated to the scene parameters (e.g. lighting, geometry or material) for gradient-based optimization.

Legit super excited about this work coming out. My amazing doctoral student @ben.graphics has been working on an idea to use physically based differentiable rendering (PBDR) to probe visual understanding. Here, we generate physically-grounded metamers for vision models. 1/4

arxiv.org/abs/2512.12307

4 months ago 53 15 4 3
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My general recommendation: don't ever miss a talk by Chris Wyman, regardless of the topic.

8 months ago 21 4 0 0
GSWT: Gaussian Splatting Wang Tiles - Yunfan Zeng, Li Ma, Pedro V. Sander A tile-based Gaussian Splatting rendering system for infinitely expanding terrain

I don’t like to publicly criticize science articles, but this work perfectly illustrate what I think is wrong in graphics nowadays : yunfan.zone/gswt_webpage/

This work is clearly doing shell map like texture synthesis, and do not cite any previous work.
The word « texture » is not even mentioned.

4 months ago 5 1 1 0
Advances in Real-Time Rendering in Games

I don't really know, as you said, taa is quite popular right now. As for normal mal filtering, i remember that The Order 1886 and Ghost of Tsushima implemented techniques similar to LEAN/LEADR mapping but with other math framework (www.advances.realtimerendering.com)

5 months ago 2 0 0 0

For specular anti-aliasing there is Tokuyoshi ans Kaplanian's joint work www.jcgt.org/published/00... (and their previous one), they use screen pixel derivatives to modify roughness of the material.

5 months ago 1 0 1 0
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Art of Porco Rosso → buff.ly/pbrxatW

#animation #conceptart #modelsheet #characterdesign #visdev

7 months ago 179 34 0 3
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Learn Git Branching An interactive Git visualization tool to educate and challenge!

I usually teach the basics of git to PhD students and one of the tools that works well is learngitbranching.js.org when I presenting ways to organize their repos vi branches

7 months ago 28 0 2 0
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Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.

8 months ago 279 56 12 3
Anisotropic perlin noise on Suzanne

Anisotropic perlin noise on Suzanne

New at #SIGGRAPH2025:

Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.

Find the paper and implementations here:
github.com/jakericedesi...

8 months ago 52 18 1 0
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Wanna see how to speedup x12 flyover procedural FBM worlds (possibly animated) ?
→ Check Mathéo Moinet & I new Eurographics paper "Fast sphere tracing of procedural volumetric noise for very large and detailed scenes" (tuesday) inria.hal.science/hal-05046040 (paper, video,+slides soon)

11 months ago 19 6 4 0
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Heroes sketchbook commission of Porco Rosso’s plane. Incidentally my favorite film.

9 months ago 192 36 3 1

Nice writeup ! I really love how it's presented with the step-by-step highlights. It makes me want to do something similar to create tutorials/exercises for students

10 months ago 0 0 1 0
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easy isometric pixel art is still coming... with a ton of new features!

create anything with easymetric soon on @aseprite.org

10 months ago 4867 1223 112 101
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Do you like voxels and implicits' representations and wish you could animate them in real-time?
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!

10 months ago 46 15 1 1
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The infinite poetry into the waves of Frederick Judd Waugh (1861-1940)

1 year ago 261 57 0 1
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"Neon"
for(float i,d,z;i++<1e2;){vec3 p=z*normalize(r.xyy-FC.rgb*2.)-1.;d=max(p.y,0.);p.y-=d+d;p.z+=t;z+=d=.3*(.1*d+.01+length(vec2(cos(p.z*6.)/6.,1.-dot(cos(p),sin(p).yzx)))/++d/d);o+=(cos(p.z+vec4(0,1,3,0))+1.5)/d/z;}o=tanh(o/8e2);

11 months ago 42 8 0 0
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Left: an input CSG tree and a much smaller pruned tree computed using our method.
Right: a rendered scene showing the number of active nodes per cell. Our method reduces the active nodes to less than 20 from the initial 6023 nodes of the input tree.

Left: an input CSG tree and a much smaller pruned tree computed using our method. Right: a rendered scene showing the number of active nodes per cell. Our method reduces the active nodes to less than 20 from the initial 6023 nodes of the input tree.

I am proud to announce our Eurographics 2025 paper "Lipschitz Pruning: Hierarchical Simplification of Primitive-Based SDFs"! With Mathieu Sanchez (joint first author), @axelparis.bluesky.social, @elie-michel.bsky.social, Thibaud Lambert, @tamyboubekeur.bsky.social, Mathias Paulin and Théo Thonat.

11 months ago 46 18 2 1
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3D Gaussian splatting relies on depth-sorting of splats, which is costly and prone to artifacts (e.g., "popping"). In our latest work, "StochasticSplats", we replace sorted alpha blending by stochastic transparency, an unbiased Monte Carlo estimator from the real-time rendering literature.

1 year ago 52 13 2 2

Dear every fucking piece of technology,

I don't want to download an app.

I don't want to make an account.

I'm not turning on notifications unless I want to.

You dont need my location or permissions for everything.

Fuck off. Leave me alone. I will use you how I want.

I want dumb tech back!

1 year ago 102 36 6 8
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I fell in löve (pun intended) with Lua for parameterizing my C/C++ programs and for prototyping.
#screenshotsaturday

1 year ago 3 2 0 0

I remember testing Nuklear and liking it. It's ANSI C though, not C++

1 year ago 2 0 0 0

"Qui peut l'ångström peut le méga-parsec !"

1 year ago 5 0 0 0