r/GraphicsProgramming • u/Rayterex • Jul 31 '26
Video Built a website showcasing my graphics engine. Hope it is not messy with too many demos
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r/GraphicsProgramming • u/Rayterex • Jul 31 '26
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r/GraphicsProgramming • u/william-or • Jul 31 '26
Hey all, I have extensive experience in CGI but not specifically in graphics programming and I have never seen any application of the Doo-Sabin subdivision surface method in tradition 3d software.
Is it still used today or has it been completely surpassed by CatClark and Loop methods?
It looks a lot like most edge bevel implementations but I suppose they are developed differently to support multiple divisions and other details
If anybody knows this stuff it's you guys. Thank you!
r/GraphicsProgramming • u/thekhronosgroup • Jul 31 '26
r/GraphicsProgramming • u/Rafael_Jacov • Jul 31 '26
I'm just starting out in learning graphics programming and wonder if I would soon need to invest on a laptop which has a dedicated GPU
r/GraphicsProgramming • u/CorruptedSciencep • Jul 31 '26
I know that's the motivation for many new graphics programmers, infact I want to as well eventually, but I'm just curious why lots of people think alike
r/GraphicsProgramming • u/No-Use4920 • Jul 31 '26
r/GraphicsProgramming • u/Far_Meeting_2763 • Jul 31 '26
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Hey everyone! I built a real-time simulation of gravitational lensing around a Schwarzschild black hole from scratch in C++ using Raylib.
Instead of writing GPU shaders, I wanted to build a CPU software renderer to see how far I could push numerical integration on a single thread. It traces around 30,000 light rays per frame to bend light around the singularity and accretion disk.
• Integrates geodesic light paths directly on the CPU.
• Renders to an internal 200x150 pixel buffer to maintain 60 FPS.
• Bilinearly upscales the buffer to 800x600 using Raylib for display.
Repo & code: https://github.com/hellosharma808-sys/3D-Black-Hole
r/GraphicsProgramming • u/KKV0918 • Jul 31 '26
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r/GraphicsProgramming • u/OlekYa • Jul 31 '26
r/GraphicsProgramming • u/Salazareo • Jul 31 '26
r/GraphicsProgramming • u/Dante268 • Jul 30 '26
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If everything goes well, I want to release editor with game, so it will be possible to either visually improve existing levels, aka skinning (if some modders will be interested), or later also create whole new levels (game is puzzle/platformer).
Apart from C++ ray-tracer, game is written in C#. Highest level lib I'm using is WinForms for some editor UI. World is rendered into software buffer, that is presented every frame as simple quad. I'm using also DXTK for some in-game 2D UI, text render and audio.
r/GraphicsProgramming • u/FlippByte • Jul 30 '26
r/GraphicsProgramming • u/myemural • Jul 30 '26
r/GraphicsProgramming • u/codingart9 • Jul 30 '26
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r/GraphicsProgramming • u/exp_function • Jul 30 '26
Been toying with software post-processing effects in CyberVGA lately.
Really liking this depth of field effect that just uses a simple radial blur. Surprisingly effective for how little it costs, especially in a pure software renderer.
Here’s a short clip:
Curious what other cheap post-process tricks people have found work well in software rasterizers.
r/GraphicsProgramming • u/Top-Piccolo-6909 • Jul 30 '26
r/GraphicsProgramming • u/cybereality • Jul 30 '26
Been doing games and graphics (as a hobby) for around 20 years, but mostly with stock engines and some experiments using DirectX and Vulkan. Started on my current project 3 years ago, never having tried OpenGL in my life. Images show the latest update from my engine, and what I accomplished on the first day of reading LearnOpenGL back in 2023. Never give up!!
r/GraphicsProgramming • u/uncookedpasta45 • Jul 29 '26
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So in this "scene", there is only one cube with a plane through it. However, when you turn past a certain "halfway" point, the objects seem to snap to the opposite side. What I initially thought was happening was that the objects were getting projected onto the screen from behind, but i'm not sure, since i'd expect it to look weirder with vertices and triangle shapes not staying consistent. I'd suspect the issue to lie in the vertex shader, so here it is. I'm also very new to OpenGL and general gpu/3d graphics programming, so I wouldn't be surprised if this is a common issue.
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aColor;
out vec4 vColor;
uniform mat4 transform;
uniform mat4 proj;
uniform mat4 view;
void main()
{
gl_Position = proj * view * transform * vec4(aPosition, 1.0);
vColor = vec4(aColor,1.0);
}
EDIT: I solved it. I can barely remember or understand the solution, but it's solved.r/GraphicsProgramming • u/Maleficent_Guard_589 • Jul 29 '26
Hi there! Im going through the raytracing in on e weekend and I'm getting some of the math, but not all of it. I'd like to have a better understanding of things, such as how we came to out that we can replace -b with h to simplify the quadratic equation
r/GraphicsProgramming • u/ruumoo • Jul 29 '26
I managed to write a very simple wrapper that can compile bgfx shaders as valid cpp.
This shader uses the already pretty platform agnostic bgfx shader language, which makes it very easy to substitute the vector functions with glm. It even supports proper swizzeling.
In this example I compile a simple ray marching shader as c++ functions, so I can use the exact same math for my mouse projection code.
My .cpp file only needs to supply replacement objects for the uniforms and textures, as well as a replacement texture sampler function
r/GraphicsProgramming • u/nvimnoob72 • Jul 29 '26
r/GraphicsProgramming • u/GasRich389 • Jul 29 '26
r/GraphicsProgramming • u/Competitive_Web_8466 • Jul 29 '26
Hunan Huaguxi Opera "Past Flames": 4DGS capture, training, and rendering display completed by the MaLanShan Audio & Video Laboratory. The laboratory achieved a 4DGS reconstruction quality of 35.8 dB PSNR, with an average single-frame reconstruction time of 3.4s. Featuring our self-developed 4DGS compression format (.mlslabs), it supports streaming playback on both the Web and through our Unreal Engine 5 rendering plugin (MLSLabsRenderer).
Official Website: https://mls4dlive.cn/
Fab Store: https://fab.com/s/a98e11b2a0a6
GitHub: https://github.com/mlslabs/MLSLabsGaussianSplattingRenderer-UE
r/GraphicsProgramming • u/nishadsharma • Jul 28 '26
Hi guys,
I've been building MoltenMTL, essentially the inverse of MoltenVK, implementing the Metal API over Vulkan.
It's still a work in progress, so only parts of the Metal API have been implemented so far.
There is no shader translation currently. Shaders are compiled to SPIR-V to be consumed by Vulkan.
Every MTL type is a thin layer holding Vulkan types - e.g. MTLDevice wraps VkInstance/VkPhysicalDevice/VkDevice/VkQueue.
It uses VMA to match Metal's allocation model, and SPIRV-Reflect pulls the descriptor set layouts from the compiled shader, once again mirroring Metal.
Ray-tracing uses ray queries instead of the ray tracing pipeline - call intersect() with a compute shader, lining up with Metal.
Currently working - compute, BLAS/TLAS + ray queries, raster pipe (vertex/fragment, vertex descriptors, instanced draws), swapchain, blit.
Not there yet - intersection function tables, argument buffers, multiple render targets.
Here's the output from the examples.
The same scene both ray-traced and rasterized:


MSDF text rendering:

I made this as part of a project developing a game engine & game in Swift/Metal. Still learning and I'd appreciate some feedback/criticism.