#graphicsprogramming — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #graphicsprogramming, aggregated by home.social.
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Vulkan has published a new sample demonstrating Shader Execution Reordering (SER) for ray tracing.
SER separates ray traversal from shader invocation, letting the GPU reorder threads for better coherency before execution. The sample includes an interactive on/off toggle across three divergent material types, with real-world gains ranging from 11-24% in path tracing to 40-50% in high-divergence scenarios.
https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/ray_tracing_invocation_reorder
#RayTracing #GPU #GraphicsProgramming #Khronos -
Hacking away at a CPU-only 2.5d engine. Still early days.
#graphicsprogramming #indiedev #raster #graphics -
Hacking away at a CPU-only 2.5d engine. Still early days.
#graphicsprogramming #indiedev #raster #graphics -
Hacking away at a CPU-only 2.5d engine. Still early days.
#graphicsprogramming #indiedev #raster #graphics -
RE: https://mastodon.gamedev.place/@0x0961h/116580008580077117
So for those who are interested how I achieved such numbers.
First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy#dynamic-draw-call-merging
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RE: https://mastodon.gamedev.place/@0x0961h/116580008580077117
So for those who are interested how I achieved such numbers.
First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy#dynamic-draw-call-merging
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RE: https://mastodon.gamedev.place/@0x0961h/116580008580077117
So for those who are interested how I achieved such numbers.
First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy#dynamic-draw-call-merging
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RE: https://mastodon.gamedev.place/@0x0961h/116580008580077117
So for those who are interested how I achieved such numbers.
First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy#dynamic-draw-call-merging
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RE: https://mastodon.gamedev.place/@0x0961h/116580008580077117
So for those who are interested how I achieved such numbers.
First of all I implemented a thing very heavily inspired by Doom Eternal's rendering solution. So they have a thing called "dynamic draw call merging" where they run a compute shader that looks at a huge buffer containing all the geometry data and then they produce index buffer and push it into GPU.
https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy#dynamic-draw-call-merging
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Недавно достиг первого результата в SDL GPU: потестировал меши, трансформации, постпроцессинг свечения - простой, но зрелищный эффект, текстуры и прочее элементарное.
Вышел регулятор Уатта из эпохи паровых машин. Механизм ходит не слишком ровно, но я доволен. Хотя бы что-то движок уже показывает.
Есть некоторые проблемы производительности при смешивании старого SDL_Renderer и нового API.
https://www.youtube.com/shorts/wX5A2W_oJI4
#dlang #sdl #enginedev #graphicsprogramming #программирование #ит
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Попытка оптимизировать техноблог, обходясь лишь видеоплощадками - с треском провалилась. Трудоёмкость экспериментов создаёт перерывы в видео, нужно место для девлогов. Приземляемся в Mastodon обратно.
Фиксируем результат весны 2026. Лучше развился инфоотсек: почти выстроен прототип GUI-тулкита на #SDL (SDL_Renderer + Cairo) и #Dlang. Но SDL GPU в SDL3 заставляет погружаться в 3D. Весной вспоминал OpenGL, аналогией портируя в SDL GPU и HLSL.
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This is more or less how the uniforms, storage and constants can be used now.
You can basically assign new properties on the fly to these attributes from the main library class and that's basically it.
#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment
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This is more or less how the uniforms, storage and constants can be used now.
You can basically assign new properties on the fly to these attributes from the main library class and that's basically it.
#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment
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This is more or less how the uniforms, storage and constants can be used now.
You can basically assign new properties on the fly to these attributes from the main library class and that's basically it.
#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment
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This is more or less how the uniforms, storage and constants can be used now.
You can basically assign new properties on the fly to these attributes from the main library class and that's basically it.
#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment
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This is more or less how the uniforms, storage and constants can be used now.
You can basically assign new properties on the fly to these attributes from the main library class and that's basically it.
#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment
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POINTS WebGPU library v0.8.0 Features a new way to handle uniforms, storages and constants
Repo: https://github.com/Absulit/points
Examples: https://absulit.github.io/points/examples
npm: https://www.npmjs.com/package/@absulit/points
jsr.io: https://jsr.io/@absulit/points#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart
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POINTS WebGPU library v0.8.0 Features a new way to handle uniforms, storages and constants
Repo: https://github.com/Absulit/points
Examples: https://absulit.github.io/points/examples
npm: https://www.npmjs.com/package/@absulit/points
jsr.io: https://jsr.io/@absulit/points#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart
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POINTS WebGPU library v0.8.0 Features a new way to handle uniforms, storages and constants
Repo: https://github.com/Absulit/points
Examples: https://absulit.github.io/points/examples
npm: https://www.npmjs.com/package/@absulit/points
jsr.io: https://jsr.io/@absulit/points#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart
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POINTS WebGPU library v0.8.0 Features a new way to handle uniforms, storages and constants
Repo: https://github.com/Absulit/points
Examples: https://absulit.github.io/points/examples
npm: https://www.npmjs.com/package/@absulit/points
jsr.io: https://jsr.io/@absulit/points#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart
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POINTS WebGPU library v0.8.0 Features a new way to handle uniforms, storages and constants
Repo: https://github.com/Absulit/points
Examples: https://absulit.github.io/points/examples
npm: https://www.npmjs.com/package/@absulit/points
jsr.io: https://jsr.io/@absulit/points#webgpu #wgsl #graphicsprogramming #javascript #webdev #webdevelopment #genart #creativecoding #digitalart #3d #cgi #computeshaders #shaders #generativeart
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Six months until Halloween.
Radiosity-based real-time rendering experiment I made last year within Shadertoy's constraints (pure shader code, not loading any meshes or textures, no compute shaders).
https://www.shadertoy.com/view/3XXfDS
#shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween
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Six months until Halloween.
Radiosity-based real-time rendering experiment I made last year within Shadertoy's constraints (pure shader code, not loading any meshes or textures, no compute shaders).
https://www.shadertoy.com/view/3XXfDS
#shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween
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Six months until Halloween.
Radiosity-based real-time rendering experiment I made last year within Shadertoy's constraints (pure shader code, not loading any meshes or textures, no compute shaders).
https://www.shadertoy.com/view/3XXfDS
#shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween
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Six months until Halloween.
Radiosity-based real-time rendering experiment I made last year within Shadertoy's constraints (pure shader code, not loading any meshes or textures, no compute shaders).
https://www.shadertoy.com/view/3XXfDS
#shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween
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Modern Rendering Culling Techniques
https://krupitskas.com/posts/modern_culling_techniques/
#HackerNews #ModernRendering #CullingTechniques #GraphicsProgramming #GameDev #3DRendering
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Modern Rendering Culling Techniques
https://krupitskas.com/posts/modern_culling_techniques/
#HackerNews #ModernRendering #CullingTechniques #GraphicsProgramming #GameDev #3DRendering
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Modern Rendering Culling Techniques
https://krupitskas.com/posts/modern_culling_techniques/
#HackerNews #ModernRendering #CullingTechniques #GraphicsProgramming #GameDev #3DRendering
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Modern Rendering Culling Techniques
https://krupitskas.com/posts/modern_culling_techniques/
#HackerNews #ModernRendering #CullingTechniques #GraphicsProgramming #GameDev #3DRendering
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Modern Rendering Culling Techniques
https://krupitskas.com/posts/modern_culling_techniques/
#HackerNews #ModernRendering #CullingTechniques #GraphicsProgramming #GameDev #3DRendering
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CW: Photosensitivity warning
I finally got something to show off for my graphics programming efforts. I used music from @LunarAkai to make a demo because I wanted to see if I could do it. It is pretty simple, but I'm still kind of proud that I could figure out how to do stuff with shaders since that's what I had the most problems with the last few times I tried to do graphics programming. Maybe I will continue this past the intro when I'm in the mood, but I'm not sure. But even if not it was a good learning opportunity.
Song: https://soundcloud.com/oddeysmusic/rise-from-the-ashes
#graphics #graphicsprogramming #shaders -
CW: Photosensitivity warning
I finally got something to show off for my graphics programming efforts. I used music from @LunarAkai to make a demo because I wanted to see if I could do it. It is pretty simple, but I'm still kind of proud that I could figure out how to do stuff with shaders since that's what I had the most problems with the last few times I tried to do graphics programming. Maybe I will continue this past the intro when I'm in the mood, but I'm not sure. But even if not it was a good learning opportunity.
Song: https://soundcloud.com/oddeysmusic/rise-from-the-ashes
#graphics #graphicsprogramming #shaders -
Introduction to Spherical Harmonics for Graphics Programmers
https://gpfault.net/posts/sph.html
#HackerNews #SphericalHarmonics #GraphicsProgramming #MathTechniques #ComputerGraphics #ProgrammingResources
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Introduction to Spherical Harmonics for Graphics Programmers
https://gpfault.net/posts/sph.html
#HackerNews #SphericalHarmonics #GraphicsProgramming #MathTechniques #ComputerGraphics #ProgrammingResources
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Introduction to Spherical Harmonics for Graphics Programmers
https://gpfault.net/posts/sph.html
#HackerNews #SphericalHarmonics #GraphicsProgramming #MathTechniques #ComputerGraphics #ProgrammingResources
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Introduction to Spherical Harmonics for Graphics Programmers
https://gpfault.net/posts/sph.html
#HackerNews #SphericalHarmonics #GraphicsProgramming #MathTechniques #ComputerGraphics #ProgrammingResources
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Introduction to Spherical Harmonics for Graphics Programmers
https://gpfault.net/posts/sph.html
#HackerNews #SphericalHarmonics #GraphicsProgramming #MathTechniques #ComputerGraphics #ProgrammingResources
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Tried some graphics programming again yesterday and like always the biggest problem I have is that I just don't understand shaders. Maybe in a general sense I know the concept behind it, but I just can't wrap my mind around it at all. So again like always I might tinker with it for a few more days and then just give up and don't touch it again, until in a few years I might get the itch again and the cycle continues.
It's such a shame because for the first time in my life I have an idea in my head which I would like to visualize, but I'm just incapable of realizing it.
#graphics #graphicsprogramming #shaders -
Tried some graphics programming again yesterday and like always the biggest problem I have is that I just don't understand shaders. Maybe in a general sense I know the concept behind it, but I just can't wrap my mind around it at all. So again like always I might tinker with it for a few more days and then just give up and don't touch it again, until in a few years I might get the itch again and the cycle continues.
It's such a shame because for the first time in my life I have an idea in my head which I would like to visualize, but I'm just incapable of realizing it.
#graphics #graphicsprogramming #shaders -
Jax's true calling: Ray-Marching renderers on WebGL
https://benoit.paris/posts/jax-ray-marcher/
#HackerNews #JaxRayMarching #WebGL #Renderers #TechInnovation #GraphicsProgramming
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Jax's true calling: Ray-Marching renderers on WebGL
https://benoit.paris/posts/jax-ray-marcher/
#HackerNews #JaxRayMarching #WebGL #Renderers #TechInnovation #GraphicsProgramming
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Jax's true calling: Ray-Marching renderers on WebGL
https://benoit.paris/posts/jax-ray-marcher/
#HackerNews #JaxRayMarching #WebGL #Renderers #TechInnovation #GraphicsProgramming
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Jax's true calling: Ray-Marching renderers on WebGL
https://benoit.paris/posts/jax-ray-marcher/
#HackerNews #JaxRayMarching #WebGL #Renderers #TechInnovation #GraphicsProgramming
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Jax's true calling: Ray-Marching renderers on WebGL
https://benoit.paris/posts/jax-ray-marcher/
#HackerNews #JaxRayMarching #WebGL #Renderers #TechInnovation #GraphicsProgramming
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That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
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That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
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That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
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That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
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That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.
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Switching on and off a color gradient in the particle simulation
#webgpu #webdev #wgsl #particles #javascript #computergraphics #graphicsprogramming #cgi #screenshotSaturday