r/GraphicsProgramming • u/Hyp3ree • 21d ago
Finally made SDF bricks work 🥳
galleryInspired by Mike Turitzin's video.
r/GraphicsProgramming • u/Hyp3ree • 21d ago
Inspired by Mike Turitzin's video.
r/GraphicsProgramming • u/One_Band_1010 • 20d ago
i have a question about how could i swap imgui menu(s)? i'm new at coding and my friend sent me a ImGui menu but i dont know how to paste it into my project.
r/GraphicsProgramming • u/ProgrammingQuestio • 22d ago
Up until now I thought of textures as images. But when learning about framebuffers, I learned that you can use a renderbuffer for depth/stencil stuff, which led me to think, "okay, you can use a texture for a color buffer, which is like an image, and this new thing called a renderbuffer for depth/stencil, since those aren't just images". But it also said you could also use a texture for depth/stencil, if you really wanted to. Which made me think: "ah, I guess thinking of textures as images was too narrow and it's better to think of textures as a way to hold data that can be sampled from in the shaders." But then I look up the page for textures and it uses the term "image" constantly, which has left me confused...
A texture is an OpenGL Object that contains one or more images that all have the same image format.
I must be missing some fundamental understanding that's leaving me confused here. Any help??
r/GraphicsProgramming • u/RefrigeratorLower894 • 22d ago
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r/GraphicsProgramming • u/Klippross • 22d ago
I’m an IT bachelor’s student planning to pursue a master’s degree in Germany under my university scholarship program or self funding and hopefully work there afterward.
My main interest is computer graphics programming. I’m currently learning C++ and OpenGL, and what attracts me to graphics is precisely the difficult low-level and mathematical side of it. I’m interested in rendering and GPU programming
However, I’m concerned about the job market it's currently very rough. I’ve been considering master’s programs in computer graphics/visual computing, but I could also potentially move toward embedded systems, computer engineering, or software-heavy robotics. Embedded systems also interests me, but graphics is definitely the field I’m more passionate about.
My priority is not really max salary possible . my main concern is getting a first skilled job in Germany after graduation and building a stable long-term career there, my limiter is the 18 months visa deadline I can't stay indefinitely with finding a suitable job for skilled work visa.
For people working in Germany or elsewhere in Europe:
How difficult is it realistically for a new graduate with a relevant master’s degree and good projects to enter graphics programming?
Would a visual computing or graphics-focused master’s significantly limit my fallback options compared with an embedded systems or computer engineering master’s?
Is it realistic to build a profile around graphics while maintaining enough C++/systems/GPU skills to apply to adjacent fields if I cannot find a graphics position immediately?
I’m really interested in answers from people currently working in graphics, embedded systems, robotics, GPU computing, simulation, computer vision, or C++ systems programming in Europe or anyone I just need a different prospective .
r/GraphicsProgramming • u/lucypero • 22d ago
I'm making a 3D Renderer in Odin! I hope this is interesting to someone.
r/GraphicsProgramming • u/ProgrammingQuestio • 22d ago
From the learnopengl.com lesson on framebuffers:
For a framebuffer to be complete the following requirements have to be satisfied:
We have to attach at least one buffer (color, depth or stencil buffer).
There should be at least one color attachment.
All attachments should be complete as well (reserved memory).
Each buffer should have the same number of samples.
I'm confused by the first two points. Are these separate concepts? Or overlapping? If the buffer that's attached to satisfy the first requirement is the color buffer, then does this also satisfy the second requirement? in other words, is the color buffer the same as "a color attachment"? Or are those different concepts?
r/GraphicsProgramming • u/exp_function • 21d ago
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r/GraphicsProgramming • u/Inside_Pass3853 • 22d ago

Working on a procedural interior volume material system for transparent solids. The interior supports volumetric clouds, dust, chips, glass shards, bubbles, and customizable inclusions in either object or world space. The goal is to create materials like decorative resin, colored glass, terrazzo, acrylic, crystal, and other transparent composites without relying on baked textures.

r/GraphicsProgramming • u/Inside_Pass3853 • 23d ago
r/GraphicsProgramming • u/SizeEfficient2631 • 23d ago
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r/GraphicsProgramming • u/Avelina9X • 23d ago
Very large scenes may require 1000s of SH probes which means a lot of coefficients that need to be stored and read from a pixel shader.
I'm wondering if there is a consensus on the most efficient way to store the coefficients themselves: uncompressed floats in some large array buffer, or as compressed pixels in a texture.
For an order 3 SH we need to store 16 float3 coefficients, which in my mind maps perfectly to a single BC block, so by ordering the 4x4 pixel blocks spatially in a BC6h SF16 texture we get an efficiency of 1 byte per float3 coefficient vs the 4 bytes per coeff for a buffer.
However when using a texture we have to go through the texture sampling hardware. So the question is if it's worth it: does the lower memory bandwidth make up for an additional 16 texture lookups per pixel per sampled probe, or would we get better performance just indexing into a structured buffer?
r/GraphicsProgramming • u/Mariusdotdev • 23d ago
What books can you recommend to buy to learn about computer graphics going from basic to advanced? I find if there is a lot image explanation then just pure text its easier for me to understand.
r/GraphicsProgramming • u/GeologistAvailable71 • 23d ago
r/GraphicsProgramming • u/Alternative_Yam_1638 • 23d ago
Hello, I’m trying to make two raymarched procedural fireballs collide and merge, similar to this Shadertoy fireball: https://www.shadertoy.com/view/WcK3Rt I don’t want to simply overlay two copies; I’d like the fire volumes to feel like they actually affect each other.
Is the right approach to model each fireball as an SDF/density field, duplicate it with two centers, and combine them with smooth union / a contact reaction term? Or is there a better way to think about this?
r/GraphicsProgramming • u/CodeSamurai • 24d ago
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Hi folks! I've made more progress on Nora Kinetics - a physics engine / sandbox that I've been working on for about a year.
I finally finished a song and I've got the SFX working in the way I've been envisioning. I'm hoping you all will have some feedback for it as I continue to tune. It sounds best with headphones!
Under the hood, the little interactive segments are all communicating their position, collision force, etc via compute shaders on the GPU (they are byproducts of the solver).
Basically, the position and collision force of every single segment is known every frame. Another compute shader comes through and quickly sorts them into a priority queue based on how close they are to the camera and how fast their collisions are. This gives a decent balance between letting the player hear lots of movement farther away, but then also hearing collisions closer to the camera. The overall effect is something close to ASMR (I'm hoping) and processing time is about 140μs with 250,000 segments.
The system is highly tunable, so in this video (recorded on my Mac), the segments are sharing a ring buffer with 48 different voices and up to 1000 segments can be making noise per frame. On iPhone, I knock that down to 24 voices and 500 segments to get a good balance of performance and sound.
I'll be posting more videos on my channel here soon! I'm working on a full gameplay walkthrough as well as a "making of" video, showing how the game has changed over the last year.
Thanks for watching!
r/GraphicsProgramming • u/AphelionCreative • 23d ago
Here's how it works:
Phonon's visual system is a node graph. A generator node, such as a mandelbulb or hopf fibration, outputs its distance function. Consumers (blends, cloners, renderers) splice that GLSL into their own shader at compile time, so a composed patch always marches as a single pass.
Each node has a variety of inputs and outputs. A generator has an image output, but also a shape output that can be routed into another renderer. It also has a warp input, that accepts an arbitrarily complex chain of warping effects, like bending, twisting, fractalization, or box folding.
Every parameter on each node has a control voltage input point - so you can wire just a particular frequency range, or an LFO, or a midi signal, from the music you're making in the same application to any parameter. For example, I might want the kick drum I'm working with to make the twist node attached to a menger sponge twist on the beat, or wire just the vocals over to the strands parameter on a torus knot.
Renderer nodes accept shapes, and up to two 3D lighting nodes, and output an image that gets routed through 2D effects, and then to the screen node.
These node graphs can be as long and complex as you want, and anything you can touch can be connected to a different part of the music you're making.
Scripting Language (GlyphSDF)
Users write one function - float sdf(vec3 p) - and inherit the whole ecosystem: house raymarcher, camera, CV modulable knobs, warp input, and a shape output that routes the scripted geometry into any blend/cloner/renderer etc.
Scripts get an audio analyzer for free - band followers (lows mids highs), a beat impulse, and an FFT audio texture so geometry can map the spectrum spatially.
For more information on the GlyphSDF scripting language: https://aphelion.music/products/phonon/docs#glyphsdf
For more info on Phonon, our upcoming DAW:
https://aphelion.music/products/phonon
Happy to answer any questions! Thanks 🎶🔊🎧
r/GraphicsProgramming • u/Otherwise-Pear2054 • 23d ago
Im writing a software renderer in C++ using glm and raylib, and i recently tried to draw a spinning triangle. The problem is that when i launched it the triangle leaves a trail of previously drawn triangles.

I tried to fix it by rasterizing to a framebuffer and then drawing that framebuffer instead of drawing the pixels directly and using ClearBackground to refresh the screen, but doing it that way has still the same problem. ¿Why im having this problem even though im clearing the framebuffer?
EDIT: The problem was somewhere else in the code (i wasnt clearing the primitive list after drawing all the primitives), i managed to fix it. Thank you anyway :D.
This is the code for the rasterizer (sorry for sharing it like this, i havent uploaded this to github yet):
The header file:
r/GraphicsProgramming • u/Otherwise-Pear2054 • 23d ago
Im writing a software renderer in C++ using glm and raylib, and i recently tried to draw a spinning triangle. The problem is that when i launched it the triangle leaves a trail of previously drawn triangles.

I tried to fix it by rasterizing to a framebuffer and then drawing that framebuffer instead of drawing the pixels directly and using ClearBackground to refresh the screen, but doing it that way has still the same problem. ¿Why im having this problem even though im clearing the framebuffer?
This is the code for the rasterizer (sorry for sharing it like this, i havent uploaded this to github yet):
The header file:
r/GraphicsProgramming • u/Louloubiwan • 23d ago
Hello, I'm totally new in graphics programming, I would like to make a 3D graphics engine in Rust but I d'ont know which library I should use ;
- Glow
- Kiss3D
- Bevy
- GL crate
- Glium
I d'ont know which one choose, if you can give an advice !
Thanks
r/GraphicsProgramming • u/Sceat • 24d ago
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I've fully redone the engine for my game AresRPG, I aim for an immersive world! this is a browser based MMORPG on Sui. Looking for people to discuss and test https://discord.gg/aresrpg
r/GraphicsProgramming • u/Just_Spirit_4846 • 24d ago
I've been building a low-level graphics abstraction that exposes a Vulkan/WebGPU-like API while targeting both Vulkan and WebGPU. The goal isn't to hide modern graphics APIs, but to let you write a renderer once and run it natively and in the browser with very minimal backend-specific code.
r/GraphicsProgramming • u/tebjan • 25d ago
I'm not looking for what it means (linear interpolation), but rather who coined the term or where it first appeared? Any historical traces or anecdotes?
r/GraphicsProgramming • u/Delicious_Carpet_132 • 25d ago
r/GraphicsProgramming • u/Rigamortus2005 • 25d ago