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What To Learn To Be A Real Time graphics Programmer blog.demofox.org/2026/07/01/w... I wrote this up over lunch and it's surprisingly popular so sharing over here too.
42yeah
@42yeah.is
Graphics engineer @ Tencent Blog: https://blog.42yeah.is
76 followers208 following49 posts
42yeah reposted
What To Learn To Be A Real Time graphics Programmer blog.demofox.org/2026/07/01/w... I wrote this up over lunch and it's surprisingly popular so sharing over here too.
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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...
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My "No Graphics API" blog post is live! Please repost :) www.sebastianaaltonen.com/blog/no-grap... I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
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#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen from HypeHype is now online: www.youtube.com/watch?v=8O44...
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I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them. irradiance.ca/posts/
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TinyBVH 1.6.7 is now available on the main branch. Changes: * TinyBVH now only needs C++11 (tiny_ocl.h needs C++17) * Full-sweep SAH builder is now threaded * Fix for crash in BuildAVX Still zero dependencies. :) And: The repo reached 1k stars! Link: github.com/jbikker/tiny...
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Made some updates to my old grass renderer after reading a recent blog post on grass rendering. Clumping the grass with noise and adding specular highlights makes it look much better hexaquo.at/pages/grass-...
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This week, we will read about grass rendering blog posts www.meetup.com/graphics-pro...
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The #demoscene has just been recognized as intangible cultural heritage in France \o/
Après quatre ans de travail, l'association et ses partenaires sont parvenus à faire inscrire la demoscene française à l’Inventaire national du patrimoine culturel immatériel du ministère de la culture... mag.mo5.com/268476/la-de...
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Here’s some unique news: my music has been added to the library of congress www.npr.org/2025/04/09/n...
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Graphics Programming weekly - Issue 386 - April 6th, 2025 www.jendrikillner.com/post/graphic...
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Managed to get Nvidia Flow (PhysX) to compile and run, after initially failing the other week. Was curious for a quick peek now that it's been open sourced (github.com/NVIDIA-Omniv...) Flow itself isn't CUDA based, but instead uses compute shaders Some higher level observations in the replies 1/?
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Graphics Programming weekly - Issue 385 - March 30th, 2025 www.jendrikillner.com/post/graphic...
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put my unreal plugin on the Fab thing and someone bought a copy. That's the first time in my ~25 years working in computer programming where a person directly paid for software I made. Working in computers is weird... www.fab.com/listings/058...
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Graphics Programming weekly - Issue 380 - February 23rd, 2025 www.jendrikillner.com/post/graphic...
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I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
GPU Friendly Laplacian Texture Blending jcgt.org/published/00...
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Last July, we published a research paper about our upcoming geometry compression technology - DGF. 🔥 We're now releasing an #opensource toolchain for its evaluation, experimentation, and integration into future game engines 🔥 🗜️ Find out more on GPUOpen! gpuopen.com/learn/proble...
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I'm very proud to announce that today NVIDIA has released our first public SDK for Neural Texture Compression (NTC)! github.com/NVIDIA-RTX/R... NTC exploits neural techniques to achieve 12-24x compression of PBR material textures with quality comparable or better than BC formats.
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Graphics Programming weekly - Issue 377 - February 2nd, 2025 www.jendrikillner.com/post/graphic...
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Introduction to Computer Graphics course notes touching upon topics such as rasterisation, PBR, raytracing, image and geometry processing and fluid simulation perso.liris.cnrs.fr/nicolas.bonn...
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New dithering method dropped I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works. Explainer video: www.youtube.com/watch?v=HPqG... Source repository: github.com/runevision/D... #gamedev #vfx
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Ok for all the generative AI slop buzzwords, there’s a bunch of interesting and likely useful stuff in the longer form Nvidia blog: developer.nvidia.com/blog/nvidia-... The compression cases are interesting, and despite how awful that pic of the AI face is, it’s at least not what I thought it was.
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Graphics Programming weekly - Issue 372 - December 29, 2024 www.jendrikillner.com/post/graphic...
Falling in love with Heavenly Bodies’ mid-century tech illustration aesthetics rn (they have stated that Russ Arasmith’s artworks are a major inspiration) Image credits: NASA www.nasa.gov/image-articl...
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“You crashed into an unknown asteroid belt. Explore this alien world, leap between asteroids and find a way to repair your spaceship.” Demo out on Itch and (soon) Steam gtibo.itch.io/wild-cosmos s.team/a/3051070 #indiegame #indiedev #gamedev #godotengine
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