SceneHI brings high-resolution, 3D-consistent scene texturing with controllable illumination into a single generative pipeline. The system lifts priors from 2D diffusion models onto 3D objects, then bakes geometry-aware shadows directly …
Athanasios Tragakis, Marco Aversa, Daniela Ivanova, Chaitanya Kaul, Roderick Murray-Smith, Daniele Faccio, Paul Henderson·
AMD GPUOpen details a lightweight attention-based neural GI model that reconstructs off-screen indirect illumination from reflective shadow maps. The pitch is practical for teams chasing better bounce lighting without a …
Defold 1.13.1 lands with first-class lighting for 2D and 3D, plus a much more automation-friendly editor and HTTP API. The update also adds SDL gamepad mappings, faster warm builds, and …
Unity is moving toward real-time global illumination, closing a major lighting gap with Unreal’s Lumen and Godot’s SDFGI. For teams chasing dynamic day-night cycles or destructible environments, that could mean …
So lets create a geomtry.h so we can actually calculate the 3d math we need for our rasterizer to work. Lets start with this struct. This is ofcourse a vector …
Researchers have introduced a fully differentiable proxy for Unified Glare Rating, aiming to make glare a usable loss term in inverse rendering. The method adds a differentiable optical scattering pass …
Disney Research’s neural render proxy cuts lighting iteration from minutes or hours to interactive relighting, while still supporting differentiable workflows. It’s aimed at static scenes with fixed cameras and materials, …
Hello there beautiful people, lets continue on this rasterizer. So now we want to draw lines between points inside of our image. How do we do this? Well firstly lets …
Unity 6.5 breaks a custom SRP until its backbuffer import is updated with explicit RenderTargetInfo, including size, depth, MSAA, and format. The upgrade also removes renderer-list culling, deprecates light probe …
Were making a Rasterizer folks, exciting really. I would like to credit: I will be using these resources in my journey in making this rasterizer.https://haqr.eu/tinyrenderer/bresenham/ What is a Rasterizer?Its a …
Godot 4.7 lands with a mix of rendering and workflow upgrades that should matter most to graphics and tools-heavy teams. The headline additions are AreaLight3D, HDR support across all platforms, …
Godot 4.7 looks aimed squarely at teams that care about presentation polish, especially lighting and camera work. The release appears to focus on making scenes easier to stage and render …
UE 5.8 looks aimed at cutting the time cost of building large worlds, especially for teams juggling dense environments and character-heavy scenes. Epic is pitching faster population with high-fidelity animated …
Epic’s May learning drop is mostly practical content for UE5 teams working on visuals. The standout pieces are cinematic environment workflows, Substrate translucent glass setup, and a neat trick for …
Modern lighting stacks are making stealth readability harder, according to Splinter Cell designer Clint Hocking. He points to lighting direction and post effects like ambient occlusion as examples of realism …
A real-time lighting system for procedurally generated isometric terrain tries to fake 3D light interaction from 2D map data, which is the interesting part for graphics and tools folks. The …
The introduction of DiffusionLight-Turbo offers graphics programmers a significant leap in light probe estimation, reducing processing time from 30 minutes to just 30 seconds. This efficiency gain is achieved with …
For graphics programmers and technical artists, LuxRemix is a notable step toward editable indoor lighting from a single multi-view capture. The paper decomposes scene illumination into individual light sources, then …
Ruofan Liang, Norman M\"uller, Ethan Weber, Duncan Zauss, Nandita Vijaykumar, Peter Kontschieder, Christian Richardt·