r/GraphicsProgramming • u/S48GS • 15h ago
r/GraphicsProgramming • u/Neither_Coffee_2308 • 3h ago
Article Volumetric Rendering: The "How-to" - Blog post Out now!
In our previous What The Graphics! blog, we explored Volume Rendering and why it matters.
Now, we're going deeper into how it works. From raw voxel data to 3D textures, we explore 3D Texture Slicing and how a stack of textured polygons can bring an entire volume to life.
Read it here š - https://www.3denginerd.com/blog/volumetric-rendering-how-to
Written by us over at 3D ENGINERD.
Ā
r/GraphicsProgramming • u/mietkiewski_dev • 2h ago
Low Level Engine Architecture... Loop & Resize problem...
r/GraphicsProgramming • u/exp_function • 1d ago
Video Software PBR + Raytracer + L1 SH GI inside CyberVGA (JIT x64, no GPU required)
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Lately in the Win64 port Iāve been getting a real-time software raytracer working inside CyberVGA.
Same DOS-era engine (fixed-point, software rendering roots and all) but now takes advantage of modern multi-core processors (using VirtualAlloc for the executable just-in-time compiled buffer). The raytracer runs on multiple worker threads, each processing tiles. The hot paths get compiled to SSE at runtime: direct-threaded octree(module saves baked triangle soup into a world sidecar file) traversal with AABB slab tests, fog volume early-outs, L1 SH evaluation, and material / GI bounce stubs. Workers just call into the generated code for their tileās rays.
The GI is a grid of L1 SH probes (Fibonacci sphere rays per probe, temporal blending between frames). Primary hits go through a full GGX PBR path with roughness/metalness, then sample the probe irradiance for the diffuse bounce. Emissive surfaces get clustered into virtual point lights. Reflections are one-bounce with roughness falloff; liquids do refraction + absorption + caustics.
FSR 2 is optional because it runs on the GPU.
The color bleeding and the split-screen direct vs GI+reflections actually look pretty good. Still feels like my engine, just with lighting that finally does something modern.
Now you can get the latest (v1.8) SDK for 64-bit Windows platform on itch.
Anyone else doing JIT for the traversal/shading hot path? Curious if the complexity is worth it vs just writing the SSE by hand.
r/GraphicsProgramming • u/SnooShortcuts3681 • 1d ago
Question Best non-graphics books for graphics programmers?
Hi, what are some non-graphics books you would recommend to graphics programmers? There are many graphics books recommendations online (especially realtimerendering books page) so I'm more interested in books that are not about graphics but are still valuable for graphics programmers
r/GraphicsProgramming • u/numer041 • 1d ago
Video Real-time portals between Gaussian splat environments (WebGPU / Single HTML file)
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Iāve been working on a WebGPU rendering pipeline focused on Gaussian splats, adding real-time shadows, reflections, and a portal system to transition between different volumes.
The editor exports scenes as single HTML file with no server dependencies. (The splat environments shown in the video were generated with WorldLabs).
The video first shows the portal transitions, and then the UI setup.
If you want to inspect this specific scene, or explore other exported environments (some of which also mix standard meshes with the splats), you can check the main gallery.
The portal demo from the video is the first one at the top: https://3dpeer.com/#gallery
r/GraphicsProgramming • u/Dry-Engineering-8969 • 23h ago
Voxel engine in pure x86-64 asm: packed-coordinate light BFS, 18³ padded meshing cache, AO with diagonal flip, cross-chunk features
github.comr/GraphicsProgramming • u/Alex_D77 • 18h ago
Source Code Added DLSS 5 NR to my pet-project

Added DLSS 5 NR to my project to see how it is working. https://github.com/ASDAlexander77/native_ts_graphics
r/GraphicsProgramming • u/Raundeus • 1d ago
Question Asking for help
galleryI'm a beginner learning graphics programming, and there's a lighting bug that im having a lot of trouble fixing. There are some streaks that are unusually bright. Im pretty sure its something wrong with my TBN matrix, but I can't figure out what exactly the problem is.
The 2nd image is a geometry shader I wrote to visualise the TBN matrix. Aren't the TBN all meant to be the same when they are on the same surface?
I've pasted the shader code below. I've been mostly trying to avoid tutorials and AI, so i learn better (i did ask AI for help here and didn't get an answer) so there may be some bad practices in the code. Please let me know of any tips and tricks
#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aUV;
layout (location = 2) in vec3 aNorm;
layout (location = 3) in vec3 aTan;
layout (location = 4) in vec3 aBitan;
uniform vec3 viewPos;
uniform mat4 model;
layout (std140, binding = 1) uniform matrices
{
mat4 view;
mat4 projection;
};
//T = tangent space
//W = world space
out VS_OUT
{
vec3 norm;
vec2 uv;
vec3 WfragPos;
vec3 TviewPos;
vec3 TfragPos;
mat3 TBN;
mat3 WTBN;
}vs_out;
vec3 up = vec3(0, 1, 0);
vec3 forward = vec3(0, 0, 1);
void main()
{
//construct TBN in Model Space
vec3 T = normalize(aTan);
vec3 N = normalize(aNorm);
T = normalize(T - dot(T, N) * N);
vec3 B = normalize( cross(N, T));
mat3 normMat = transpose(inverse(mat3(model)));
//Then make sure theyre perpendicular to surface
T = normalize(normMat * T);
B = normalize(normMat * B);
N = normalize(normMat * N);
mat3 TBN = mat3( T, B, N);
vs_out.WTBN = TBN;
TBN = transpose(TBN);
vs_out.norm = N;
vs_out.uv = aUV;
vs_out.WfragPos = (model * vec4( aPos, 1.0f)).xyz;
vs_out.TviewPos = TBN * viewPos;
vs_out.TfragPos = TBN * vs_out.WfragPos;
vs_out.TBN = TBN;
gl_Position = projection * view * model * vec4(aPos, 1.0f);
}
#version 460 core
out vec4 FragColour;
in VS_OUT
{
vec3 norm;
vec2 uv;
vec3 WfragPos;
vec3 TviewPos;
vec3 TfragPos;
mat3 TBN;
mat3 WTBN;
}fs_in;
struct PointLight
{
vec4 colAndintensity;
vec4 posAndconstant;
float linear;
float quadratic;
};
layout (std140, binding = 0) uniform pointLights
{
PointLight lights\[1\];
};
uniform bool shadingFlags[5];
uniform int numLights ;
uniform bool normalMapping;
uniform sampler2D diffuseMap;
uniform sampler2D specularMap;
uniform sampler2D normalMap;
uniform sampler2D heightMap;
float ambVal = 0.2;
vec3 specCol = vec3(1.0);
vec3 ambientLighting(vec3 albedo);
vec3 diffuseLighting (vec3 norm, vec3 albedo);
vec3 specularLighting(vec3 norm);
void main()
{
vec3 albedo = texture(diffuseMap , fs_in.uv).rgb;
vec3 specVal = texture(specularMap, fs_in.uv).rgb;
vec3 height = texture(heightMap , fs_in.uv).rgb;
vec3 norm;
if(normalMapping)
{
norm = texture(normalMap, fs_in.uv).rgb;
//from \[0, 1\] -> \[-1, 1\]
norm = normalize(norm \* 2.0 - 1.0);
//norm = normalize(fs_in.WTBN \* norm);
}
else
{
norm = normalize( fs_in.TBN \* fs_in.norm);
}
//norm = normalize( fs_in.TBN \* fs_in.norm);
//norm = normalize(norm \* 2.0 - 1.0);
//norm = fs_in.norm;
vec3 ambientComp = ambientLighting (albedo);
vec3 diffuseComp = diffuseLighting (norm, albedo);
vec3 specularComp = specularLighting(norm);
//vec3 ambientComp = vec3(fs_in.WTBN\[0\]\[0\], fs_in.WTBN\[0\]\[1\], fs_in.WTBN\[0\]\[2\]);
//vec3 diffuseComp = vec3(fs_in.WTBN\[1\]\[0\], fs_in.WTBN\[1\]\[1\], fs_in.WTBN\[1\]\[2\]);
//vec3 specularComp = vec3(fs_in.WTBN\[2\]\[0\], fs_in.WTBN\[2\]\[1\], fs_in.WTBN\[2\]\[2\]);
norm = normalize(fs_in.WTBN \* norm);
specularComp \*= (specVal / 3.0f).r;
vec3 colour = (ambientComp+diffuseComp+specularComp) \* int(shadingFlags\[0\])
+ diffuseComp * int(shadingFlags[1])
+ norm * int(shadingFlags[2])
+ specularComp * int(shadingFlags[3])
+ height * int(shadingFlags[4]);
//vec3 colour = (ambientComp+diffuseComp+specularComp) \* int(shadingFlags\[0\])
// + ambientComp \* int(shadingFlags\[1\])
// + diffuseComp \* int(shadingFlags\[2\])
// + specularComp \* int(shadingFlags\[3\])
// + norm \* int(shadingFlags\[4\]);
FragColour = vec4(colour, 1.0f);
}
vec3 ambientLighting(vec3 albedo)
{
return ambVal \* albedo;
}
vec3 diffuseLighting (vec3 norm, vec3 albedo)
{
float diff = 0;
vec3 lightCol = vec3(1.0);
//vec3 TlightPos = fs_in.TBN \* lights\[0\].posAndconstant.xyz;
//vec3 delta = TlightPos - fs_in.TfragPos;
for(int i = 0; i < numLights; ++i)
{
vec3 col = lights\[i\].colAndintensity.xyz;
float intensity = lights\[i\].colAndintensity.w;
vec3 TlightPos = fs_in.TBN \* lights\[i\].posAndconstant.xyz;
//vec3 TlightPos = lights\[i\].posAndconstant.xyz;
float c = lights\[i\].posAndconstant.w;
float l = lights\[i\].linear;
float q = lights\[i\].quadratic;
//vec pointing to light
vec3 delta = TlightPos - fs_in.TfragPos;
//distance
float d = length(delta);
//normalised light dir
vec3 lDir = normalize(delta);
//calculate attenuation
float att = 1 / (c + (l \* d) + (q \* d \* d) );
lightCol \*= col;
diff += max( dot( norm, lDir), 0) \* att \* intensity;
}
return diff \* albedo \* lightCol;
//return normalize(fs_in.WTBN \* normalize(delta));
//return normalize(TlightPos);
//return normalize(fs_in.WTBN \* norm);
}
vec3 specularLighting(vec3 norm)
{
float spec = 0.0;
vec3 lightCol = vec3(1.0);
//vector pointing to camera
vec3 viewDir = normalize( fs_in.TviewPos - fs_in.TfragPos );
for(int i = 0; i < numLights; ++i)
{
vec3 col = lights\[i\].colAndintensity.xyz;
float intensity = lights\[i\].colAndintensity.w;
vec3 TlightPos = fs_in.TBN \* lights\[i\].posAndconstant.xyz;
//vec3 TlightPos = lights\[i\].posAndconstant.xyz;
float c = lights\[i\].posAndconstant.w;
float l = lights\[i\].linear;
float q = lights\[i\].quadratic;
//vec pointing to light
vec3 delta = TlightPos - fs_in.TfragPos;
//distance
float d = length(delta);
//normalised light dir
vec3 lDir = normalize(delta);
//vector halfway between lightDir and viewDir so angle is never too big (blinn-phong)
vec3 halfVec = normalize( viewDir + lDir);
//calculate attenuation
float att = 1 / (c + (l \* d) + (q \* d \* d) );
lightCol \*= col;
spec += pow( max( dot(norm, halfVec), 0), 32) \* att \* intensity;
//FIX LATER: 32 should be passed in from uniform
}
return spec \* specCol \* lightCol;
}
r/GraphicsProgramming • u/moonlovelj • 2d ago
I added Virtual Shadow Maps to my Nanite-style DX12 renderer
galleryHi everyone!
A while ago, I shared my Nanite-style virtualized geometry renderer here. I've continued working on the project, and it now includes a virtual shadow mapping system integrated with geometry streaming.
The latest version runs NVIDIA's Zorah scene, containing approximately 1.63 billion unique triangles and 18.94 billion triangles including instances.
What's new:
- Directional virtual shadow maps with clipmaps and demand-driven page allocation
- Persistent shadow page caching with GPU LRU eviction
- Dynamic-object cache invalidation
- GPU-driven multi-view shadow rendering with two-pass HZB culling
- SMRT soft shadows
- Streaming-aware shadow cache updates
I've also added the Bistro scene to demonstrate dynamic shadow cache invalidation.
The renderer is built on Microsoft's MiniEngine using DirectX 12, mesh shaders, and Slang. The project is open source.
Demo: https://www.youtube.com/watch?v=4YmfQTLy4jc
GitHub: https://github.com/moonlovelj/Nyx
I'd love to hear your feedback and suggestions!
r/GraphicsProgramming • u/Wittyname_McDingus • 2d ago
Article Virtual Shadow Maps (GPU Zen 3)
graphics-programming.orgr/GraphicsProgramming • u/Salt-Engineering-353 • 2d ago
I've made a very realistic marbling simulation
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r/GraphicsProgramming • u/Federal-Possible-918 • 23h ago
I built a 3D evolution simulation in the browser via WebGPU. With a 104M network, the agents invented a language, started tribal wars, and then... a glitch turned it into a horny apocalypse.
Iāve been working on a passion project for a while now, and it recently reached a point where the emergent behavior of the AI completely terrified and amazed me. I wanted to share the architecture and some hilarious findings.
šļø The Tech: 104M Parameters Running "From Scratch" on WebGPU
Instead of just making another wrapper around OpenAI or DeepSeek APIs, I wanted to build a native neural network engine that runs completely client-side.
Every single agent on the 3D map runs its own PyTorch-like network ob his head, fully calculated via custom WGSL shaders on WebGPU.
- The Bottleneck: At first, the browserās Event Loop was destroying my FPS. The
mapAsynclatency for GPU-CPU readback was hitting ~95ms. - The Fix: I rewrote the batching pipeline to accumulate agents before sending them to the GPU (waiting for 1/3 of the population or max 25ms).
- The Result: The simulation now cranks out up to 24,500 decisions per second at a blazing 144 ticks/sec. The local brains completely suppressed hardcoded instincts (99.4% of all actions are decided by the neural net).
š£ļø Emergent Language (Social Vision)
To save GPU VRAM, I had to shorten the agents' physical vision to a 3.5 radius. To compensate for being nearly blind, they literally invented an acoustic language.
Through neuroevolution, they established an 81.3% consensus on abstract audio symbols for "food", "danger", and "mate". Older agents now pass down food location coordinates to newborns via sound. They literally navigate the world by listening to each other's screams.
āļø Geopolitics & Tribal Warfare
I added an extra layer: Tribal Chiefs. I connected DeepSeek v4.1 and NVIDIA Nemotron 550B via API to act as the "overlords" or collective unconscious of different factions (Emeralds, Azure, Golden Hounds).
The LLM looks at the global map state and issues macro-orders. The local WebGPU brains parse this and evaluate power dynamics: āThey have 34 agents, we only have 4. Initiate tactical migration now.ā Yesterday, one tribe officially evaluated a numerical advantage and initiated a full-scale tactical war.
š The "Horny Apocalypse" Glitch
The peak comedy of the project happened when I accidentally muted their voice communication while the war was raging.
Without language, the small tribes realized they couldnāt coordinate a defense against the massive invader tribe. So, their local neural networks found a biological exploit in my environment rules.
They completely stopped navigating or scanning the map. They locked into a 144 tps autopilot and began endlessly spawning offspring. They literally survived the war by flooding the map with newborns faster than the enemy tribe could bite them to death. A pure libido-driven defense mechanism.
š ļø Architecture & Open Source
The project is built using vanilla JS and raw WGSL. Independent quantization of weights and biases (int8 symmetric with separate scale and bscale) ensures that saveBest() captures the exact activation thresholds without "brain amnesia".
I am preparing to open-source the code on GitHub and writing a massive technical breakdown.
Iād love to hear your thoughts! Especially from anyone working on GPGPU, multi-agent systems, or custom WebGPU pipelines. How would you handle the mapAsync event loop bottleneck differently?
r/GraphicsProgramming • u/Roenbaeck • 2d ago
Spectral Surface-Field Renderer on the iPhone
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Iāve been experimenting with what Iām calling a āspectral surface-field renderer.ā
The idea is to solve most of the lighting on the surfaces themselves. I split the scene into small patches and store how much light leaves each patch in different directions and at different wavelengths. Then I repeatedly pass light between the patches to build up the bounced lighting.
When rendering a view, I reuse that field with extra sampling and ray tracing for local detail, reflections and glass. Compared with a basic path tracer, which samples light paths for each pixel, this lets different pixels (and different camera views) share a lot of the lighting work.
The downside is that the field becomes an approximation. It can lose detail or introduce faceting, and changing the sceneās geometry or lighting means updating it. Thereās still sampling noise too. But the upside is that it's quite performant.
This little tech demo uses a Cornell box with three balls reacting to phone tilt through Core Motion.
r/GraphicsProgramming • u/SloydDev • 1d ago
Building a custom Vulkan renderer
youtu.beI am making a game from scratch, with C++ and Vulkan graphics. I made this video about how Vulkan works and my own render implementation, which has some quirks:
- deferred rendering,
- no image assets,
- sphere and cylinder geometric primitives,
- fully GPU-local indirect dispatch commands.
I'm not fully sure if posting this type of video is in the spirit of this subreddit. I hope it's ok, otherwise let me know
r/GraphicsProgramming • u/hlfoundry • 3d ago
Video made a 3d ocean slice look like pixel art in LOVE2d v. 12
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been working on an experiment for my fishing game: a 3d ocean that still looks like pixel art. hereās what i used:
pixel look: one ray per art pixel, refracted at the water. ray tests are from inigo quilez. to stop shimmer i render into snapped probes and draw each pixel as a world-space quad, basically texel splatting
colour: everything snapped to a lospec palette, tones mixed with bayer dithering, 1px outlines wherever the depth jumps
water: a virtual pipes shallow water sim plus gerstner waves
sand and caves: a heightfield that slumps at the angle of repose (thermal erosion). caves are a blurred cave map, so they come out round
animation: fish spines are springs and fins are a little cloth sim (jakobsen), the eel is a follow-the-leader chain (argonaut), and the ai is behavior trees
thank you for checking out my post :D
I've been wanting to do something like this for years with shaders.
references
inigo quilez, ray intersectors: https://iquilezles.org/articles/intersectors
inigo quilez, smooth min: https://iquilezles.org/articles/smin
dylan ebert, texel splatting: https://arxiv.org/abs/2603.14587
lospec palettes: https://lospec.com/palette-list
ordered dithering: https://en.wikipedia.org/wiki/Ordered_dithering
mei, decaudin & hu, virtual pipes water sim: https://hgpu.org/?p=2256
gpu gems ch. 1, gerstner waves: https://developer.nvidia.com/gpugems/gpugems/part-i-natural-effects/chapter-1-effective-water-simulation-physical-models
jÔkó & tóth, thermal erosion: GPUHTErosion.dvi
thomas jakobsen, advanced character physics: https://gamedeveloper.com/programming/advanced-character-physics
argonaut, procedural animation video: https://www.youtube.com/watch?v=qlfh_rv6khY
argonaut, the code: https://github.com/argonautcode/animal-proc-anim
r/GraphicsProgramming • u/Sad_Pangolin2857 • 1d ago
Question Found the GPU bottleneck in our mobile game. Now I'm just vibe-optimizing one shader
r/GraphicsProgramming • u/Much_Papaya8206 • 2d ago
Question [Dear ImGui] How to give HP bars real depth / 3D volume? (not just glow)
galleryHey,
Iām trying to recreate the sense of depth and volume that some modern nameplate-style HP bars have, using pure Dear ImGui + custom DrawList drawing.
My current result: [Steve image]
What Iām aiming for: [other image ]
The references feel like the bar has actual thickness and soft lighting ā it doesnāt look like a flat colored rectangle with glow slapped on top. Mine still reads as completely flat no matter how much glow, gradient, or highlight I add.
Iām especially interested in techniques for:
- Creating a convincing sense of volume / bevel on the bar itself
- Soft lighting and subtle inner highlights/shadows that sell the 3D form
- Any multi-pass or layered DrawList approaches that work well for this
Has anyone successfully achieved this kind of non-flat, slightly 3D-looking progress/HP bar with ImGuiās DrawList?
Any concrete tips, code patterns, or examples would be hugely appreciated.
Thanks!
r/GraphicsProgramming • u/Mejolov28 • 2d ago
Question I wanna make video games for an MCU (ESP32) Any good 2D graphics library?
r/GraphicsProgramming • u/Early-Cockroach4879 • 2d ago
Advice on making a procedural vector painting program
I have a custom vector painting program, and wanted to ask knowledgeable people: What maths / image processing principles might I need to apply procedural brush strokes to a flat fill of a character?
If anyone can point me to some resources, or programs that have done something similar, that would be much appreciated! Thank you.
r/GraphicsProgramming • u/myemural • 3d ago
Source Code [UPDATE: Oct 25, 2026] My Vulkan C++ Examples Repository - Transmission in PBR and Post-Processing Effects
r/GraphicsProgramming • u/crashunited • 3d ago
Really simple tricks I use to procedurally animate a Limbo-style face
youtube.comr/GraphicsProgramming • u/tk_kaido • 4d ago
LSGI: lightweight Screen-Space Ray Marched Global Illumination
galleryCosts ~3.5ms (optical flow for reprojection + SSGI) @4K on my modest 4070 Ti.
1SPP (+infinite bounces) cosine-weighted hemi monte-carlo ray marching in SS.
Denoiser does a pretty good job of cleaning it up. Result is very very decent for the cost..
Keeps lighting details sharp, final result is noise-free, no grain, boil, flicker or speckle.
r/GraphicsProgramming • u/WoolTyranny • 4d ago
Question A green leaking color space
I started to do some color research for a game. I find the best color space available (oklab) very inconvenient for actual use.
I drafted my own color space.
The idea is to start from linearRGB, but allowing the red and blue channel to borrow lumina from the green channel.
If r,g,b are the channels in the new color space and R,G,B are the values in linearRGB,
than:
R = r, G = 0.04r + 0.34g + 0.24b, B=b
I played with it a little:
Pros:
1. Obviously it is designed for equal lumina in all channels.
2. The color space is symmetric (r-g-b like) and thus easy to work with. Hue and saturation can be easily derived.
3. The blue and reds are softer. It actually fixes a problem - pure dark linearRGB blue looks a bit purple.
Cons:
1. It doesn't cover all sRGB visible space (technically you can - with negative or above 1 values).
2. The "grey" analog as light purple shade.
3. The "cyan" analog is somewhat bluish.
I attached a photo of how some color section looks.
I'm not a color space expert, so there are probably problems I can't see yet,
What do you think?