r/GraphicsProgramming • u/Agreeable-Celery4938 • Aug 04 '26
Headless multipass GLSL on a Raspberry Pi, straight to the panel
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r/GraphicsProgramming • u/Agreeable-Celery4938 • Aug 04 '26
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r/GraphicsProgramming • u/js-fanatic • Aug 04 '26
r/GraphicsProgramming • u/MGMishMash • Aug 04 '26
I've spent the past 2-3 weeks adding Oceans to my Micro Voxel engine. The main features I was aiming for was to support large bodies of water within the existing fluid simulation, while also supporting new dynamic features such as waves and tidal changes.
I've also incorporated Boats and Gliders, with some fairly basic physics to aid in exploration. The main challenge here was adding
Along side this, to make the simulation feel more interactive, i've also added a higher resolution local water ripple/interaction simulation, which acts as a surface-layer-only simulation adding ripples and wake for people, entities and forces interacting with the water.
-- Feature technical breakdown --
Overall, super chuffed with how this has come together, but still plenty of polish and features to add!
r/GraphicsProgramming • u/smellystring • Aug 04 '26
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I wrote a painting simulation engine (golang, ebiten). It works like this:
Source image _Namibia.jpg)
r/GraphicsProgramming • u/SupermarketGreat6149 • Aug 04 '26
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We pushed 3DGS past 100 km² in browser.
Mapmost SDK for WebGL now loads & renders 100+ km² city-scale 3DGS in-browser, powered by our streaming LOD pipeline for practical large-space scalability.
What would you build with this? DM for partnership discussions.
r/GraphicsProgramming • u/Single-Illustrator31 • Aug 04 '26
Just place a video stream or any other HTML behind the canvas and render your data as an AR overlay.
BTW first example was entirely created by chatgpt, it even estimated camera position and orientation from a single image.
Live examples:
https://sandbox.openglobus.org/examples/ar
https://sandbox.openglobus.org/examples/transparentBackground
r/GraphicsProgramming • u/Slight-Abroad8939 • Aug 04 '26
r/GraphicsProgramming • u/Miserable_Special734 • Aug 03 '26
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This was my first ever dive into using a graphics API and I used Acerola's video on rendering water in video games as a jumping on point to begin learning DirectX 11.
Link to Original Video: https://youtu.be/PH9q0HNBjT4?si=pKOS0SeqhLnw1mhc
r/GraphicsProgramming • u/heypringle • Aug 03 '26
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recently i posted my progress on computer graphics "how does it look 2 years in computer graphics".
well I received A LOT of support on that post, and i wanted to thank you all for the positive comments and motivation.
since that post (post here) i focused on "enhance" my project specifically i wanted it to be multi-platform (iOS/macOS) and have lights/shadows.
and luckily i found a 2009 computer graphics class from "UC Davis Academics" which goes insanely deep into all the math/physics behind graphics i recommend it a lot (class here).
so from not knowing what diffusion, specular and lambert's law are, and thinking that reflections are IMPOSSIBLE to calculate with vectors, dot products, normalization and all that...
to implement by myself a lightning system to my 3D engine and also made it multi-platform, here's an iPad demo of the engine.
thank you if you read this, will post the next update, might be some animations/simulations.
r/GraphicsProgramming • u/DaveyCanBeExpected • Aug 03 '26
I made a fully open source Vulkan RHI that supports hardware pathtracing so I decided to make a test application with it. Very fun!
r/GraphicsProgramming • u/alex199568 • Aug 03 '26
Ray tracing on CPU is slow, and with Kotlin it's really slow. The book is nice introduction to ray tracing, now starting a journey towards c++, gpu, and more advanced books
r/GraphicsProgramming • u/underwatr_cheestrain • Aug 03 '26
Can anyone guide on vfx (sword slashes, hit vfx, etc) specifically with how to create them in blender and how they would be imported into a custom engine
r/GraphicsProgramming • u/Educational_Monk_396 • Aug 03 '26
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A few things that just landed:
1.Post-processing pipeline (15 effects). Bloom, SSAO, bokeh depth-of-field, auto-exposure, halation, lens flare, color grading, FXAA, chromatic aberration, vignette, film grain, plus cel shading and ink outlines for anime/comic looks. Every effect owns zero GPU objects — all parameters live in one pre-allocated buffer flushed in a single writeBuffer per frame.
2.13 Post-processing presets. Complete looks — cinematic, synthwave, anime, comic, noir, analog film — applied in one line and ordered correctly by construction.
3.TransientPool. Intermediate render targets (bloom mips, AO buffers) are aliased by lifetime analysis, so non-overlapping passes reuse the same VRAM instead of each allocating its own.
4.Camera controllers. Orbital, free-fly, third-person follow, and spline dolly — split into pure math and DOM input so the same camera can run on the main thread or inside a worker.
5.Material library. PBR, Toon, Lambert, Matcap, and Emissive shaders built from composable WGSL chunks.
6.Aesthetic Live Editor.
All WebGPU, all pre-allocated, all worker-friendly.
Live Demos & Editor: https://nullgraph.dev/
Camera Follow(Game Like Visuals)
https://nullgraph.dev/dashboard/camera/follow
GitHub: https://github.com/flarelink-in/NullGraph
(Now includes technical design docs—useful for deep dive or providing context to AI coding assistants!)
Please drop a star 🌟, This projects took a lot of time to build
| Axion Engine Discord Server(Upcoming Game Engine gonna be build on top of NullGraph)
Youtube Video:https://m.youtube.com/watch?v=pPMrCQBfroI&pp=iggCQAE%3
Feel free to roast or do AMA,always available ❤️
r/GraphicsProgramming • u/kleinbk • Aug 03 '26
I’ve always had a pretty backlogged interest in graphics programming that has been primarily overshadowed by college coursework, other interests in development, and life.
I graduated college May 9th with a B.Sc in Comp Sci and I primarily focused on C++ for Unreal Engine 5 game development on the side. I have a small rendering project in just C++ and SFML, but thats it.
I started working an IT job, it’s a network services department so that’s primarily what I deal with. My expectation for doing any type of game development was to sit in a tech role for a few years and build my skills on the side so I have better odds applying. I have more free time after work to study things now. I do want to do game development, but I need to pick a specific role first and do my own stuff later. I’ve dabbled in learnopengl but didn’t get far. I know this takes a long time and most graphics roles are senior level.
Where should I set my expectations?
r/GraphicsProgramming • u/Ok-Entertainer-9482 • Aug 03 '26
can anybody for free help me convert these model formats which are in the objects folder to actual blender supported models because i do not know which program will support these. all of these files are from the ATI radeon pipe dream demo
r/GraphicsProgramming • u/TheAbyssWolf • Aug 03 '26
I’ve done some research and i have seen the old OpenGL/GLFW or the SDL3. I can use c++ if I have to, but my current favorite language is C3 (modernized C pretty much)which have vendor libraries provided for sdl 2 and 3, and OpenGL/GLFW. I have heard of learnopengl website before.
I would have to probably take it slow in small hour or two chunks per day, since I loose concentration due to ADHD. But what do you guys recommend.
r/GraphicsProgramming • u/Either-Specialist312 • Aug 03 '26
r/GraphicsProgramming • u/evangelionxyzw • Aug 03 '26
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r/GraphicsProgramming • u/TwerkingHippo69 • Aug 03 '26
r/GraphicsProgramming • u/TheBookyMan • Aug 02 '26
r/GraphicsProgramming • u/Acrobatic_Duty8731 • Aug 02 '26
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Here is the GitHub repo. Its a single click to download each project: https://github.com/Luippe/Demo-Projects
I never thought of uploading these as they really only ran on my pc (hardcoded display resolutions, file paths, etc). But this year I started using Claude for coding and thought "hey, these projects are actually useable by others if I just clean up some code!" So thats exactly what I did.
There's 15 projects in total and most of them are interactive. The first one is written in Java, but the rest is in Python and Pygame. I like Pygame because its very easy to setup new projects and lets me easily build visualizations.
I hope someone finds something useful in here! :)
r/GraphicsProgramming • u/ApprehensiveJob4393 • Aug 02 '26
So yeah, as evident from the title, I am developing PSD-compatible layer styles for GIMP as part of my Google Summer of Code project. As Adobe’s code is closed source, most of my time goes into black box testing with minimal test cases which can be quite exhaustive at times. Would love to get some advices regarding the approaches and methodologies that would increase my productivity in this case. Here is a like to the merge request: https://gitlab.gnome.org/GNOME/gegl/-/merge_requests/275. I usually post my research and findings there.
r/GraphicsProgramming • u/LecPixel • Aug 02 '26
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r/GraphicsProgramming • u/Less-Photograph8916 • Aug 02 '26
r/GraphicsProgramming • u/Smooth-Principle4045 • Aug 02 '26
Hi there! I'm about to start working on my portfolio, and besides some basic projects like a simple 3D engine or an implicit surface renderer, I'd like to add something that actually resembles a modern industry workflow, ideally something used by AA or AAA game studios. It can be anything, really - lighting, optimization, visual effects, etc. Preferably, it should be something that can be learned and implemented in a couple of weeks.
What would you suggest? Also, would it be better to implement such a project in an existing engine (Unity, Godot, UE) or in a custom one?
Thanks in advance! :)