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Arthur Cavalier

@acavalie.bsky.social
61 followers 202 following 10 posts

PhD, Research Engineer in Computer Graphics. - shadertoy: shadertoy.com/user/H4w0 - website: h4w0.frama.io/pages - mastodon: @acavalie@mastodon.gamedev.place

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Reposted by Arthur Cavalier
Baptiste GENEST @baptiste-genest.bsky.social · 26/09/2026
As graphics researchers or geometry teachers, we speak about 3D using screenshots, and that's just sad... What if you could make SLides on top of PolyscOPE? You can using SLOPE! Slope allows you to synchronize a 3D viewer, animated meshes, shaders, live demos, equations (& more) with your slides!
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Arseny Kapoulkine @zeux.io · 25/09/2026
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt...
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Michael Ellis Day @michaelellisday.bsky.social · 16/09/2026
I found a guide which may be helpful to others in doing the same: discussions.apple.com/docs/DOC-250...
discussions.apple.com
Turn off Apple Intelligence in macOS 27
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Stephen Hill @selfshadow.com · 27/07/2026
SIGGRAPH 2026 links: blog.selfshadow.com/2026/07/26/s.... I'll continue to add to the list as more things show up online.
blog.selfshadow.com
SIGGRAPH 2026 Links
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Yining Karl Li @yiningkarlli.bsky.social · 14/07/2026
Woah, almost all of EGSR 2026 was recorded, and they posted it all to Youtube. Wow! Big props to the conference organizers for doing this! www.youtube.com/@egsr2026/pl...
youtube.com
EGSR 2026
The 37th Eurographics Symposium on Rendering (EGSR 2026), Bordeaux (France).
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Elias Daler @eliasdaler.bsky.social · 07/07/2026
Made a backend for Dear ImGui for Sega Dreamcast. I can’t believe it works. Sadly, I don’t have a mouse/keyboard for the Dreamcast, but once I do, it’s going to make this thing even more incredible. 😂
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mmalex @mmalex.bsky.social · 25/06/2026
inspired by @boggo.bsky.social 's fluff which uses atomic-max points scattered by a DoF circle of confusion to do stylised bokeh blur, I tried implementing the awesome recent paper jorisar.nl/gaussian_poi... by @momentsingraphics.bsky.social et al and it works well enough to be fun!
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Boggo @boggo.bsky.social · 23/06/2026
Inspired by @mmalex.bsky.social's dots experiments recently, tried to do some kind of "particle DOF" in the fluff renderer, effectively blowing out every particle's microparticles which gives a kind of uncanny effect that also melts my GPU with overdraw.
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Playtester ↗ @playtester.io · 26/06/2026
An indie game where you battle-race with melee weapons and boosts. - Race in split-screen or online - Thrash rivals with weapons - Boost to leave them behind Try the demo: playtester.io/airframe-ultra by @airframeultra.bsky.social @akuparagames.bsky.social #gamedev #indiedev #indiegame
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Xe @xeiaso.net · 14/06/2026
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pltc @pltc.bsky.social · 10/06/2026
😎
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Xavier Chermain @xavierchermain.bsky.social · 19/05/2026
Thrilled that our paper "AtomSlicer" was accepted to SIGGRAPH 2026! A 5-axis FFF slicer for constant-thickness field-aligned non-planar layers + continuous, collision-free toolpaths. Code is out: xavierchermain.github.io/publications... @univlorraine.bsky.social @cnrs.fr @labo-loria.bsky.social
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Björn Ottosson - making Island Architect @bottosson.bsky.social · 18/05/2026
I'm working on a stylized shader for flowing water. Here are some results combining phasor noise with advection along the flow direction. Some more details in 🧵. The code is on shadertoy: www.shadertoy.com/view/N3sGD2 #gamedev #procedural #indiegamedev #techart
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Bruno Levy @brunolevy01.bsky.social · 13/05/2026
Plouf ! Our @eurographicsc.bsky.social course notes on Optimal Transport for Fluids, New and Old, with @pltc.bsky.social are out, here: diglib.eg.org/items/68a801...
a hand-drawn crown splash. Why ? Why not !
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Xavier Chermain @xavierchermain.bsky.social · 24/04/2026
Hello Bluesky! I'm a Computer Graphics researcher at Inria Nancy. I work on physically based rendering & material appearance, and on computational fabrication / additive manufacturing - from glints and anisotropic BRDFs to non-planar FFF toolpaths. xavierchermain.github.io/publications...
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pltc @pltc.bsky.social · 22/04/2026
Looking forward to see you in Aachen and/or Los Angeles!
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Thibault Tricard @thibaulttricard.bsky.social · 18/04/2026
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 ^^
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nicebyte @nicebyte.bsky.social · 12/04/2026
INTRODUCTION TO SPHERICAL HARMONICS FOR GRAPHICS PROGRAMMERS finally done. gpfault.net/posts/sph.html
gpfault.net
Introduction to Spherical Harmonics for Graphics Programmers
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Bruno Levy @brunolevy01.bsky.social · 29/03/2026
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...
github.com
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.
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Bruno Levy @brunolevy01.bsky.social · 20/03/2026
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 !
An unreadable overview of our course on Optimal Transport and fluid simulation for Eurographics
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Bruno Levy @brunolevy01.bsky.social · 08/02/2026
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...)
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Yann Le Gall @ylegall.bsky.social · 07/02/2026
#genuary2026 day 1: "One color, one shape."
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Yann Traonmilin @ytraonmilin.bsky.social · 19/01/2026
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
wmathsia2026.sciencesconf.org
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.
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saschawillems.bsky.social @saschawillems.bsky.social · 03/01/2026
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.
howtovulkan.com
How to Vulkan in 2026 - How to Vulkan
How to write Vulkan graphics code in 2026
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Tom Wallis @tsawallis.bsky.social · 17/12/2025
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
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.
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Cem Yuksel @cemyuksel.com · 04/08/2025
My general recommendation: don't ever miss a talk by Chris Wyman, regardless of the topic.
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Thibault Tricard @thibaulttricard.bsky.social · 09/12/2025
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.
yunfan.zone
GSWT: Gaussian Splatting Wang Tiles - Yunfan Zeng, Li Ma, Pedro V. Sander
A tile-based Gaussian Splatting rendering system for infinitely expanding terrain
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Character Design References @characterdesign.bsky.social · 17/09/2025
Art of Porco Rosso → buff.ly/pbrxatW #animation #conceptart #modelsheet #characterdesign #visdev
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Daniel Schroeder @dan5sch.bsky.social · 18/08/2025
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.
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SniperJake945 @tearsofjake.bsky.social · 29/07/2025
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...
Anisotropic perlin noise on Suzanne
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fabricen.bsky.social @fabricen.bsky.social · 07/05/2025
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)
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Jared Cullum @jaredcullum.bsky.social · 26/06/2025
Heroes sketchbook commission of Porco Rosso’s plane. Incidentally my favorite film.
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Oroshibu @oroshibu.bsky.social · 04/06/2025
easy isometric pixel art is still coming... with a ton of new features! create anything with easymetric soon on @aseprite.org
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Thibault Tricard @thibaulttricard.bsky.social · 03/06/2025
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!
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Sylvain Sarrailh @tohad.bsky.social · 09/04/2025
The infinite poetry into the waves of Frederick Judd Waugh (1861-1940)
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Xor @xordev.com · 15/05/2025
"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);
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Wilhem Barbier @wbrbr.bsky.social · 07/05/2025
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.
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.
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Delio Vicini @deliovicini.bsky.social · 07/04/2025
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.
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Neti Irkalla @netibitu.bsky.social · 13/01/2025
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!
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Arthur Cavalier @acavalie.bsky.social · 14/12/2024
I fell in löve (pun intended) with Lua for parameterizing my C/C++ programs and for prototyping. #screenshotsaturday
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Thibault Tricard @thibaulttricard.bsky.social · 22/11/2024
Hi Everyone, I'm a French researcher working on computer graphics. My research focuses on Procedural generation and Geometry.
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Arthur Cavalier @acavalie.bsky.social · 21/11/2024
@pltc.bsky.social Congrats "Docteur" !
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Anatole Duprat @anatoleduprat.bsky.social · 19/11/2024
SamplingLab : a small tool to live code and visualize samples aduprat.com/tools/sampli...
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pltc @pltc.bsky.social · 17/11/2024
Since my last post with a protein render seems to have found an audience, here is a video displaying another large system
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pltc @pltc.bsky.social · 15/11/2024
*Introduction post* I’m a French researcher in computer graphics with a strong interest for pretty pictures and fast computation. During my PhD, I worked for the illustration of large molecular systems (an example of which is attached, performed with a custom renderer) and Voronoï diagrams.
A large molecular system composed of a shell and an internal chain.
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Arthur Cavalier @acavalie.bsky.social · 14/11/2024
Hi, I'm creating an account here to keep an eye on the computer graphics community. I'm a french research engineer. I work on various kinds of topics such as lighting simulation, topological representation of geometric objects, procedural synthesis, etc. (Vulkan/OpenGL)
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