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#graphicsprogramming — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #graphicsprogramming, aggregated by home.social.

  1. 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.

    github.com/KhronosGroup/Vulkan

  2. RE: mastodon.gamedev.place/@0x0961

    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.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  3. RE: mastodon.gamedev.place/@0x0961

    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.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  4. RE: mastodon.gamedev.place/@0x0961

    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.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  5. RE: mastodon.gamedev.place/@0x0961

    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.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  6. RE: mastodon.gamedev.place/@0x0961

    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.

    simoncoenen.com/blog/programmi

    #gamedev #graphicsprogramming #sdl3 #odin #vulkan

  7. 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.

    youtube.com/shorts/wX5A2W_oJI4

    #dlang #sdl #enginedev #graphicsprogramming #программирование #ит

  8. 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.

    #enginedev #graphicsprogramming #программирование #ит

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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).

    shadertoy.com/view/3XXfDS

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween

  15. 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).

    shadertoy.com/view/3XXfDS

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween

  16. 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).

    shadertoy.com/view/3XXfDS

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween

  17. 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).

    shadertoy.com/view/3XXfDS

    #shader #shadertoy #glsl #webgl #graphics #graphicsprogramming #rendering #realtimerendering #realtimegraphics #halloween

  18. 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: soundcloud.com/oddeysmusic/ris
    #graphics #graphicsprogramming #shaders

  19. 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: soundcloud.com/oddeysmusic/ris
    #graphics #graphicsprogramming #shaders

  20. 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

  21. 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

  22. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  23. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  24. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  25. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching

  26. That .gif i posted yesterday was baad, recompiled ffmpeg with h264 support today and cranked up the perlin #noise resolution on my #planetoid #SDF.

    #gamedev #vulkan #3d #graphicsprogramming #raymarching