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Computer graphics wallpaper suggestions?


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#1 Robot Ninja   Members   -  Reputation: 569

Posted 03 December 2012 - 03:11 AM

Hey All,

I would consider myself a 3D programming noob, but I like to find inspiration from other people's work/creations. I'm a personal fan of global illumination. Even some of the simplest examples just make me go "ooooohh...aaaaaahh". My current laptop's wallpaper is pretty boring, so I'd like to spice it up with some inspirational computer graphics related work! Whether it's something created in a 3D modeling program, or even a screenshot of something you programmed yourself, please share it! My preferred resolution is something at least 1920x1080 (16:9), but please share anyways even if it's not. Perhaps other members can find inspiration and better wallpapers too! :D

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#2 slicer4ever   Crossbones+   -  Reputation: 3983

Posted 03 December 2012 - 03:14 AM

man wallpaper is something i find difficult to pick out, generally i select one, and never change it until i change OS's/reformat, and when i do search for something, nothing ever really stands out to me, so i generally just pick a pre-installed one.
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

#3 Robot Ninja   Members   -  Reputation: 569

Posted 03 December 2012 - 03:21 AM

man wallpaper is something i find difficult to pick out, generally i select one, and never change it until i change OS's/reformat, and when i do search for something, nothing ever really stands out to me, so i generally just pick a pre-installed one.


It is indeed difficult to pick THE wallpaper. I try to cycle them when I notice that one has been there for a while. If I happen to find a number of good ones, and it's on a desktop, I sometimes set it so that the wallpapers automatically cycle every so often.

Edited by Robot Ninja, 03 December 2012 - 03:31 AM.


#4 Bacterius   Crossbones+   -  Reputation: 9286

Posted 03 December 2012 - 03:42 AM

Well since you are a fan of GI like me, I made a 1080p path-traced render a few months ago which you might enjoy. It's kind of dull and basic, and I'm not particularly proud of it, and I'm not even sure if it's physically correct (I didn't really know what I was doing back then, lol) but it certainly fits your prerequisites Posted Image

Here it is: clicky! (well, actually it seems the site resized it to 1600x900, but I have a 1080p available on my hard drive, just say if you want me to upload it somewhere)

Edited by Bacterius, 03 December 2012 - 03:43 AM.

The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#5 Robot Ninja   Members   -  Reputation: 569

Posted 03 December 2012 - 03:48 AM

Well since you are a fan of GI like me, I made a 1080p path-traced render a few months ago which you might enjoy. It's kind of dull and basic, and I'm not particularly proud of it, and I'm not even sure if it's physically correct (I didn't really know what I was doing back then, lol) but it certainly fits your prerequisites Posted Image

Here it is: clicky! (well, actually it seems the site resized it to 1600x900, but I have a 1080p available on my hard drive, just say if you want me to upload it somewhere)


Posted Image That's gorgeous! Why aren't you proud of it, because the path-tracer is basic? Hell, I would love to have the knowledge to make a basic path-tracer. Right now I'm just trying to figure out how to make a decent framework for my projects. Posted Image lol

Anyways, if it's not too much trouble for you, a 1080p version of this would be excellent. A classic GI scene with refraction! Awesome. Posted Image Thanks for sharing.

Edited by Robot Ninja, 03 December 2012 - 03:49 AM.


#6 Bacterius   Crossbones+   -  Reputation: 9286

Posted 03 December 2012 - 03:52 AM

That's gorgeous! Why aren't you proud of it, because the path-tracer is basic? Hell, I would love to have the knowledge to make a basic path-tracer. Right now I'm just trying to figure out how to make a decent framework for my projects. lol

I am very critical of my work Posted Image and yes, having a framework is very important, otherwise you just waste time reimplementing the same things over and over again.

Anyways, if it's not too much trouble for you, a 1080p version of this would be excellent. A classic GI scene with refraction! Awesome. Thanks for sharing.

Not at all, you're welcome! Here is a link valid for the next week or so.

The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#7 Robot Ninja   Members   -  Reputation: 569

Posted 03 December 2012 - 04:12 AM

That's gorgeous! Why aren't you proud of it, because the path-tracer is basic? Hell, I would love to have the knowledge to make a basic path-tracer. Right now I'm just trying to figure out how to make a decent framework for my projects. lol

I am very critical of my work Posted Image and yes, having a framework is very important, otherwise you just waste time reimplementing the same things over and over again.

Anyways, if it's not too much trouble for you, a 1080p version of this would be excellent. A classic GI scene with refraction! Awesome. Thanks for sharing.

Not at all, you're welcome! Here is a link valid for the next week or so.


I wish I could give you a +1, but they don't allow it for these forums. I guess it makes sense though. :/ The wallpaper is looking nice on my computer right now though. :) For anyone else that would still like to share, please do! We're just getting started here. I would love to have a collection of wallpapers that I can cycle through.

#8 TheChubu   Crossbones+   -  Reputation: 4766

Posted 03 December 2012 - 04:21 AM

Here it is: clicky!

ooooohh...aaaaaahh!

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

 

My journals: dustArtemis ECS framework and Making a Terrain Generator


#9 Robot Ninja   Members   -  Reputation: 569

Posted 05 December 2012 - 01:39 AM

This thread died rather quickly... :( No one else has something cool to share?




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