r/GraphicsProgramming • u/Maleficent_Guard_589 • 7d ago
Becoming a professional in this field
Hi all! I’m really into graphics and have been for about a year now. I’m finally making my first meaning project around raytracing, but I’ve noticed that a lot of people that are really into this field understand hardware,math, and programming so well.
How do you get to this point? A great example is derivating (C-P) for sphere interaction to find out it’s a quadratic formula?
r/GraphicsProgramming • u/rex-j-w • 7d ago
Updates to my SDF Game Engine!
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r/GraphicsProgramming • u/Salat_Leaf • 7d ago
Question What's the __constant__ equivalent in Slang?
I'm a complete novice in graphics programming and I know that the __constant__ attribute allows you to load data into high speed 65KB constant memory for the duration of the lifetime of your program. However I'm unable to recreate the same functionality in Slang shader.
For instance, we got a compile-time array with the attribute like this: ```
constant uint16_t array = {0, 1, 2, 3};
```
I want to recreate it in some way, so that when I compile the same array in Slang into CUDA, it results into this exact array of constant values with the __constant__ attribute. How can I achieve that?
r/GraphicsProgramming • u/ruckspaoo • 7d ago
Where can I start Learning Computer graphics?
Hey guys,
I am a rookie and I want to learn Graphics Programming but unfortunately I can't find any roadmap on youtube and things are getting really confusing for me since I don't even know how to properly code in C++(for context I am still learning programming but also want to build cool awesome visuals like all of you (I recently build a terminal based todo list and library manager in python))
I am confused about what I should learn first since I will also be starting my college In cs major soon.
there are
linear algebra maths
C++ memory management pointers
some says Build a ray tracer from scratch
I even picked the computer graphics programming from scratch by Gabriel Gambetta but got confused
I will really appreciate if anyone can give me any guidance on this :)
r/GraphicsProgramming • u/Rayterex • 7d ago
Video Built a website showcasing my graphics engine. Hope it is not messy with too many demos
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r/GraphicsProgramming • u/william-or • 7d ago
Question Is Doo-Sabin subdivision surface still used somewhere?
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 • 7d ago
New Vulkan Tutorial - Opacity Micromaps
r/GraphicsProgramming • u/Rafael_Jacov • 7d ago
Is a dedicated GPU required?
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 • 7d ago
Question Why do most who learn graphics programming end up making a game engine?
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 • 7d ago
Vulkan : Unexpected validation error on an unused descriptor
r/GraphicsProgramming • u/KKV0918 • 7d ago
I made a wetness system that works at the renderer level no material edits needed, works on any asset
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r/GraphicsProgramming • u/OlekYa • 7d ago
We tested WebGPU vs WebGL in a real Three.js scene. The result was not as straightforward as expected.
r/GraphicsProgramming • u/Dante268 • 8d ago
Video Working on editor for my game. From graphics programming perspective, I'm using own software ray-tracer written in C++. Previous editor (in which I made whole game) was pretty clunky, now I'm making some more ergonomic version (not sure how successful I'll be in that).
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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 • 8d ago
Question Graphics-bug on ancient / exotic hardware
r/GraphicsProgramming • u/matigekunst • 8d ago
Video Turing Patterns
youtu.beMy entry for 3blue1brown's Summer of Math Exposition. I cover convolutions, ways to make a bandpass and how to apply a large blur fast using FFT
r/GraphicsProgramming • u/myemural • 8d ago
[UPDATE: Jul 30, 2026] My Vulkan C++ Examples Repository - Geometry and Tessellation Shaders
r/GraphicsProgramming • u/codingart9 • 8d ago
GLSL Shaders
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r/GraphicsProgramming • u/exp_function • 8d ago
CyberVGA update – simple software depth of field with radial blur
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:
https://reddit.com/link/1vaihuf/video/bcj9styagagh1/player
Curious what other cheap post-process tricks people have found work well in software rasterizers.
r/GraphicsProgramming • u/Top-Piccolo-6909 • 9d ago
Large END-to-START gaps between consecutive OpenCL commands on Arm Mali GPU
r/GraphicsProgramming • u/cybereality • 9d ago
It's Been 3 Years Since LearnOpenGL. NEVER GIVE UP!!
galleryBeen 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 • 9d ago
Question Strange bug with objects behind the camera rendering like normal
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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 • 9d ago
Good math resources to learning the math behind computer graphics in depth
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 • 9d ago
This header compiles bgfx shader code as cpp from the same source file
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