#graphics

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Thalia Archibald @thalia@discuss.systems · Jul 23, 2026
Replying to on discuss.systems
My teapots, now signed by the original teapot co-conspirators! The large teapot is a Melitta teapot of the same kind as the original. The 3D-printed one is Blinn aspect ratio, the one everyone’s familiar with, printed by @Archibald_M@mastodon.social. The small pink set is a children’s coffee set in the same lineup by Melitta (no graphics connection, but it’s cute). #graphics
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Thalia Archibald @thalia@discuss.systems · Jul 27, 2026
Replying to @thalia@discuss.systems
The Utah teapot panel with Cem Yuksel, Martin Newell, and Jim Blinn was recorded! https://www.youtube.com/watch?v=QhvOm8RrtC8 #graphics
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Thalia Archibald @thalia@discuss.systems · Jul 28, 2026
Replying to @thalia@discuss.systems
Showing Martin Newell and Jim Blinn documents they hadn't seen in 50 years. Pictured is my copy of Martin's original Utah teapot drawing. The first page is well known, but he had forgotten about the rest. https://archive.org/details/newell_teapot_drawing I also showed a list of UNIX users with his name, as well as several UNIX licenses and his Shaded Picture System proposal. https://archive.org/details/unix_news_july-30-1975_waterloo/page/n9/mode/2up #graphics
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thomastc | frozenfractal @thomastc@mastodon.gamedev.place · Jul 28, 2026
A question for #Graphics programmers out there! I'm rendering clouds using two quad meshes used as height maps, one for the top and a flipped one for the bottom. Height is sampled and applied in the vertex shader. Wherever the height becomes negative, the fragment shader discards the pixel. The problem is that this gives a seam of 2 pixels wide between the two meshes. I suspect it's because Godot uses dFdx/dFdy and those don't work when a neighbouring fragment is discarded. Any ideas?
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