Arthur Cavalier's Avatar

Arthur Cavalier

@acavalie

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

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14.11.2024
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Latest posts by Arthur Cavalier @acavalie

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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...)

08.02.2026 08:35 πŸ‘ 34 πŸ” 3 πŸ’¬ 2 πŸ“Œ 0
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#genuary2026 day 1: "One color, one shape."

07.02.2026 20:13 πŸ‘ 173 πŸ” 55 πŸ’¬ 0 πŸ“Œ 0
Workshop sur les mathΓ©matiques de l'IA - Sciencesconf.org Le workshop se dΓ©roulera sous forme de prΓ©sentations sur appel Γ  contribution (rΓ©sumΓ© d'une page). Une session poster sera organisΓ©e au besoin selon le nombre de contributions.

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

Dates & infos :
wmathsia2026.sciencesconf.org

19.01.2026 08:29 πŸ‘ 13 πŸ” 6 πŸ’¬ 1 πŸ“Œ 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.

03.01.2026 18:15 πŸ‘ 76 πŸ” 29 πŸ’¬ 0 πŸ“Œ 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

17.12.2025 21:17 πŸ‘ 53 πŸ” 15 πŸ’¬ 4 πŸ“Œ 3

My general recommendation: don't ever miss a talk by Chris Wyman, regardless of the topic.

04.08.2025 03:54 πŸ‘ 21 πŸ” 4 πŸ’¬ 0 πŸ“Œ 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.

09.12.2025 15:00 πŸ‘ 5 πŸ” 1 πŸ’¬ 1 πŸ“Œ 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)

24.10.2025 14:09 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 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.

24.10.2025 13:36 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Art of Porco Rosso β†’ buff.ly/pbrxatW

#animation #conceptart #modelsheet #characterdesign #visdev

17.09.2025 09:01 πŸ‘ 179 πŸ” 34 πŸ’¬ 0 πŸ“Œ 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

03.09.2025 11:58 πŸ‘ 28 πŸ” 0 πŸ’¬ 2 πŸ“Œ 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.

18.08.2025 19:30 πŸ‘ 280 πŸ” 56 πŸ’¬ 12 πŸ“Œ 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...

29.07.2025 00:16 πŸ‘ 52 πŸ” 18 πŸ’¬ 1 πŸ“Œ 0
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Wanna see how to speedup x12 flyover procedural FBM worlds (possibly animated) ?
β†’ Check MathΓ©o 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)

07.05.2025 17:13 πŸ‘ 19 πŸ” 6 πŸ’¬ 4 πŸ“Œ 0
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Heroes sketchbook commission of Porco Rosso’s plane. Incidentally my favorite film.

26.06.2025 19:32 πŸ‘ 192 πŸ” 36 πŸ’¬ 3 πŸ“Œ 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

06.06.2025 19:35 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 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

04.06.2025 14:05 πŸ‘ 4800 πŸ” 1203 πŸ’¬ 110 πŸ“Œ 96
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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!

03.06.2025 17:52 πŸ‘ 46 πŸ” 15 πŸ’¬ 1 πŸ“Œ 1
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The infinite poetry into the waves of Frederick Judd Waugh (1861-1940)

09.04.2025 11:21 πŸ‘ 263 πŸ” 57 πŸ’¬ 0 πŸ“Œ 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);

15.05.2025 16:19 πŸ‘ 42 πŸ” 8 πŸ’¬ 0 πŸ“Œ 0
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 ThΓ©o Thonat.

07.05.2025 13:37 πŸ‘ 45 πŸ” 18 πŸ’¬ 2 πŸ“Œ 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.

07.04.2025 07:56 πŸ‘ 52 πŸ” 13 πŸ’¬ 2 πŸ“Œ 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!

13.01.2025 01:28 πŸ‘ 103 πŸ” 36 πŸ’¬ 6 πŸ“Œ 8
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I fell in lΓΆve (pun intended) with Lua for parameterizing my C/C++ programs and for prototyping.
#screenshotsaturday

14.12.2024 10:42 πŸ‘ 3 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

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

08.12.2024 19:56 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

"Qui peut l'Γ₯ngstrΓΆm peut le mΓ©ga-parsec !"

30.11.2024 11:03 πŸ‘ 5 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Hi Everyone, I'm a French researcher working on computer graphics.
My research focuses on Procedural generation and Geometry.

22.11.2024 09:47 πŸ‘ 11 πŸ” 2 πŸ’¬ 1 πŸ“Œ 0
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@pltc.bsky.social Congrats "Docteur" !

21.11.2024 11:54 πŸ‘ 9 πŸ” 3 πŸ’¬ 0 πŸ“Œ 1
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SamplingLab : a small tool to live code and visualize samples

aduprat.com/tools/sampli...

19.11.2024 22:24 πŸ‘ 107 πŸ” 30 πŸ’¬ 1 πŸ“Œ 1
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Since my last post with a protein render seems to have found an audience, here is a video displaying another large system

17.11.2024 09:35 πŸ‘ 26 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0