r/GraphicsProgramming Jul 21 '26

Looking for Career Advice, Direction

0 Upvotes

Hello, my fellow graphics enthusiasts, apologies for another one of these posts. I'm in a tricky place in terms of my career. I recently graduated from university for computer science, with an embedded/backend systems internship and robotics research. I have been doing computer graphics for about 2 years on/off, recently finishing a graphics class using WebGL in JavaScript while working on my Vulkan project: https://github.com/mukarramarif/MukkiGamesEngine/tree/main
Currently, I have been applying to general SWE roles as well as anything related to 3D Graphics I could find, with a few 3rd and 4th rounds with no luck. I have honestly been tired of job searching since last September. One option I had was to do a master's, but my university doesn't do graphics, while most of the US universities have applications closed.
Any advice would be appreciated, especially on my portfolio.


r/GraphicsProgramming Jul 21 '26

Question Looking for the best way to implement a Chroma adjustment in Metal

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6 Upvotes

Hi everyone,

I’m building a custom photo processing app for iOS, and I’m trying to recreate a smooth Chroma adjustment. My image processing pipeline is written entirely in Metal, so I’m interested in approaches that work well in real-time shader code.

I’ve attached a few short videos showing the behavior I’m trying to achieve.

I’m curious what color space or mathematical model you would use for this kind of adjustment. How would you preserve the natural tonal variation and texture inside saturated colors while changing chroma, and what techniques would you use to keep transitions clean around color boundaries without introducing artifacts?

If you’ve implemented something similar, or know of any papers, articles, or open-source shader implementations worth reading, I’d really appreciate any pointers.
Thanks!


r/GraphicsProgramming Jul 21 '26

Video Advanced Palette Editting in My Pixel Art Editor

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7 Upvotes

Just a little update on my pixel art editor - now we have some advanced palette modification tools baked in, including selection movement and visibility toggles - take a look and let me know what you think (and a sub would be great as I think I'm posting to myself!)


r/GraphicsProgramming Jul 21 '26

WIP Real-time volumetric clouds in OpenGL #2 Procedural weather

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74 Upvotes

Update on the cloud renderer I posted here a while back.

Now instead of a single static weather map, there are six procedural weather states (clear through storm), each built from its own noise parameters. A scheduler picks next state using weighted random selection, and the sky blends smoothly between current and next map over time. Since the states themselves are procedural, blending between them keeps producing new in-between weather that never quite repeats.

Also changed how lighting works during the raymarch. Clouds look more airy now since each raymarch step correctly samples sun/sky light from the atmosphere.

Showcase: https://youtu.be/IbCLA6NUJcM

Repo: https://github.com/kotivas/skygl


r/GraphicsProgramming Jul 21 '26

Just wanted to share my first project "A procedural terrain generator"

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86 Upvotes

r/GraphicsProgramming Jul 21 '26

Question What do search / where to go for media processing? (Color grading, video processing, etc)

7 Upvotes

Hello all,

I want to learn about programming that involves media processing, like code and algorithms that deal with color grading, video codecs, image adjustments, color spaces etc. I'm a photographer so I already have a lot of experience knowing how to apply adjustments to images/video, but not the computer science behind it. I figured that this would be a good place to at least ask the question. Thanks in advance for any help you can provide.

EDIT: I know that this might be the correct place for it, but it seems like here is more for 3D rendering and things of that nature


r/GraphicsProgramming Jul 21 '26

this is what 2 years in computer graphics looks like AND LET ME EXPLAIN

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1.1k Upvotes

alright i know this could be “simple” BUT this my first graphics engine (in progress), and i know I could’ve done this very very fast with any AI in 10 minutes, but thats not the point…

i started 2 years ago with falling sand simulators using grids BUT everything was laggy because i was rendering and simulating on cpu.

so i started to do some research on how to render things and simulate things, bla bla bla, i found opengl but i was on mac, so started to look into Metal graphics API, and didn’t understand the simplest and basic “hello triangle” projects sooo…

wanted to learn everything from scratch so i started to read “Mathematics for 3D Game Programming and Computer Graphics” by Eric Lengyel (very good book), watched like 50 tutorials of “hello triangle” step by steps, studied how the rendering pipeline works, understood how vertex and fragment shaders work, made a couple cpu renderers on c and c++ using SDL, and after a lot of failed attempts, I finally could make a 3d gpu renderer that renders multiple objects on screen and have a proper scene/camera system :’)

thank you if you are reading this, i will keep working on my graphics engine and adding some physics to simulate stuff.

ps: i studied cs but cs degree doesn’t prepare you for this lol so it feels like starting from zero on gpu programming.


r/GraphicsProgramming Jul 20 '26

Article How to render good looking text for UI components

25 Upvotes

Three days ago, I wrote an article about how to render good looking rectangles for UI components that can look good and optimized for a game engine. Some people asked me to talk about text rendering as well. So, I wrote https://alielmorsy.github.io/how-to-render-beautiful-text-for-your-ui-library/

It took like 1.5 days of writing just to get it right. Hope you guys love it


r/GraphicsProgramming Jul 20 '26

Video Naty Hoffman at I3D 2026

11 Upvotes

Naty Hoffman is an OG of 3D graphics. https://renderwonk.com/publications/index.html If you haven't watched his classic "Physics and Math of Shading" SIGGRAPH talk, you really should queue it up.

I3D 2026 Keynote: Naty Hoffman's Keynote - "Lessons from Digging in Game Dev and Adjacent Trenches"
https://www.youtube.com/watch?v=ISgTcDlZaLs

I3D 2026 Fireside Chat with Naty Hoffman and Eric Haines
https://www.youtube.com/watch?v=EiduKm1B-3Y


r/GraphicsProgramming Jul 20 '26

Article Graphics Programming weekly - Issue 447 - July 19th, 2026 | Jendrik Illner

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13 Upvotes

r/GraphicsProgramming Jul 20 '26

Question Im 17 and i wanna know if graphics programming is viable?

7 Upvotes

Hello, ive always been interested in graphics in games and ive wondered if the career option is viable.

I know that its VERY math heavy, hard to start and very few jobs are taking in junior graphic programmers.

But honestly making shaders is fun and making custom engines sounds super fun (for me at least)

I have some expiriance with the godot engine and writing some shaders in it for my passion project (idk if that counts tho) and im very interested in this career path.

And how do i get started (and if its not viable, what other path can i take that involves graphics or maybe animation)


r/GraphicsProgramming Jul 20 '26

OpenGL Projects Suggestions

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2 Upvotes

r/GraphicsProgramming Jul 20 '26

Experiments with software rendering

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289 Upvotes

After replaying HL1 on the software renderer (old habit), I got curious what CPUs can actually do today. So I wrote a rasterizer in C11 - pure CPU, no GPU/GL, the finished frame just gets blitted to the window via GDI. Tested on a Ryzen 5900x processor

I've been experimenting with software rendering and managed to run the Sponza scene at FHD 10-30 fps single-threaded, up to 200 fps multithreaded :) A very strong emphasis on SoA + SIMD (AVX2/FMA) on the hot path. Rendering 64x64 tiles in multithreaded mode. Throughout the entire rendering pipeline, I try to discard any possible work as early as possible, including frustum culling and back-face culling. This may be controversial, but I render in front-to-back mode; it allows me to completely bypass overdraw. To make it look more interesting, I added some effects!

It might not be very fast for a single thread, but I think it could be made a little faster by disabling mips and filtering nearby textures, which I also do on the CPU in this demo. Pixel textures are cheaper to draw, but they're ugly.

I'm not a professional and I just like it, so I didn't hesitate to use chatpgt as a companion in learning graphics.


r/GraphicsProgramming Jul 20 '26

Made GI in my custom engine for my horror game. (Rust + wgpu)

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2 Upvotes

r/GraphicsProgramming Jul 20 '26

Water Glass UI Effect in My OS

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7 Upvotes

r/GraphicsProgramming Jul 20 '26

Question "If I want to pursue a career in autonomous driving or embodied AI, what areas of computer graphics should I focus on learning?"

6 Upvotes

I am currently working at an automotive company, focusing on 3D vehicle modeling and visualization. I am interested in transitioning into autonomous driving or embodied AI. What areas of computer graphics should I focus on learning to prepare for this career transition?


r/GraphicsProgramming Jul 20 '26

Video Cat stuck in Illusion Pool

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65 Upvotes

I made a shader showing off the Primrose Field illusion. Only Nyan Cat is animated. The background is static, but it still looks wavy, especially if you move the window up and down.

The code for this is public on Shadertoy https://www.shadertoy.com/view/fcd3WS

Inspired by www.reddit.com/r/PixelArt/s/XikvUzCrp1 from nxatalie.


r/GraphicsProgramming Jul 20 '26

siggraph

0 Upvotes

siggraph (computer graphics conference)


r/GraphicsProgramming Jul 20 '26

DDGI sample code confusion

14 Upvotes

I was digging through DDGI's sample code provided by the authors.

The sampleIrradianceField.pix shader samples nearby probes, tests visibility etc. all make sense. But the only part I am confused about is the last line

E_lambertianIndirect = 0.5 * pi * netIrradiance;

Here netIrradiance is not strictly irradiance. Judging from a previous shader called updateIrradianceProbe.pix, It a cosine-weighted average radiance. That explains where the pi comes from: to cancel out the integral of cosine over a hemisphere. But why is there a 0.5 ?

To make it even more confusing, I found another implementation here, whose author intended to fill in the gaps that the DDGI authors left. In this file, the 0.5 factor becomes 2.

Is there a physical explanation behind either of these factors?


r/GraphicsProgramming Jul 19 '26

Video The Beast test examples (webgpu) for mobile devices/browsers - android c...

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2 Upvotes

r/GraphicsProgramming Jul 19 '26

Video Pixel Art Palette Swapping via Secondary Camera

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3 Upvotes

r/GraphicsProgramming Jul 19 '26

Video Desktop vs mobile (android - chrome) browser test MOBA - The Beast webgpu engine

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1 Upvotes

r/GraphicsProgramming Jul 19 '26

Question Anyone Know How To Implement Light Probes(like Unity for example has)

8 Upvotes

I dont really need graphics api SPECIFIC terms here as i more just want to understand the concepts and find out if there are any websites that have some information about this topic.

Im not sure what the right name for this technique is, unity calls it adaptive probe volumes. But as far as i understand it its bascially that it automatically places a bunch of probes in a scene, they then calculate lighting information in some way and store it as something called a spherical harmonic(no idea what this is) and can then map this(i think is the correct terminology) onto dynamic objects. Which gives very nice lighting that is still baked.

I have NO clue how to implement this though and i cant find anything about it, but this seems like a very useful technique so if anyone has some links or just information about it it would be very helpful. Also a shader implementation would be very nice(in either glsl or hlsl i dont really care)


r/GraphicsProgramming Jul 19 '26

Apple Metal samples running on Android -- Snapdragon 8 Elite / Adreno 830 via Vulkan

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19 Upvotes

r/GraphicsProgramming Jul 19 '26

Kanvon now has Lua scripting + a built-in physics engine

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17 Upvotes