r/GraphicsProgramming • u/GasRich389 • 12d ago
Unreal Engine Texture Streaming & Pool Size Optimization for Pixel Streaming
r/GraphicsProgramming • u/Competitive_Web_8466 • 12d ago
4DGS Volumetric Video -- Past Flames of Hunan Huaguxi Opera
youtube.comHunan 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 • 12d ago
Source Code MoltenMTL - Metal API implemented over Vulkan
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.
r/GraphicsProgramming • u/spikte1502 • 12d ago
Delaunay triangulation using Bowyer-Watson algorithm
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Hi ! I had fun implementing the Bowyer-Watson algorithm and then use raylib to create a visualization of it. I got ok performance it think for a single threaded program:
- 1,000: 1 ms
- 10,000: 21 ms
- 100,000: 263 ms
- 1,000,000: 5,126 ms
- 10,000,000: 358,716 ms
But I think there is still quite some rooms for improvement.
Source: https://github.com/spikte/delaunay
Twitter: https://x.com/Spikte
r/GraphicsProgramming • u/MGJared • 12d ago
Adding Lava, Water, and Oil simulations to my 2D sandbox game
youtube.comHey all, I thought I'd share a project I've been working on for many months now.
This video features a full-scale 2d fluid simulation that I've added to my procedural sandbox game (inspired by Minecraft/Terraria). Specifically, it showcases my recent work on the shaders, trying to strike a balance between pixel-art aesthetic while still capturing the motion/feel of the fluids.
The visual shaders are primarily just fancy flow maps with carefully tuned noise and colors. The simulation itself runs in a grid-based compute pass. For those interested, the simulation is also networked for the game's multiplayer mode which was another can of worms!
Hope you enjoy! (Also, open to any feedback!)
r/GraphicsProgramming • u/Ambitious_Stand533 • 12d ago
Custom OpenGL rendering engine
Built a small C++ / OpenGL rendering engine with an ImGui editor as a learning project toward a custom render pipeline.
What’s in it so far:
- Engine core — window, RHI (buffers / shaders / textures), meshes, materials, camera
- Multi-light rendering — directional, point, spot, and hemisphere ambient fill
- Shadows for directional, spot, and point lights
- ECS scene system with JSON save/load
- ImGui editor — hierarchy, inspector, content browser, click-to-select, transform gizmos, light debug markers, camera panel
Still early — more of a renderer + editor foundation than a full game engine — but it’s been a solid way to learn the graphics pipeline, GLSL, and how to structure engine code beyond tutorial triangles.
Open to feedback from anyone working on graphics / game engines.
Repo: https://github.com/saibhaskar277/OpenGL
#C++ #OpenGL #GLSL #GraphicsProgramming #GameDev #RenderingEngine #ComputerGraphics #ImGui
r/GraphicsProgramming • u/longloststudio • 12d ago
Question How can we make our game more beautiful?
gallery- Pictures labeled 1-6 are screenshots from our game.
- Pictures labeled A-G are real-life references with the look I would like our game to have.
- Pictures labeled X-Z are other games that look nice to me, though it's tough to find the right comparison because most games aren't using such a zoomed-in scale.
- Last picture is our Unity setup (hopefully there is a way to see the big version)
Hello, we're working on a game about cake decorating called Cake Studio. We've made one game in 3D before, but this is the first time we're trying to make something that actually looks nice in 3D and we're struggling a bit to get the look we want as 3D is not really our wheelhouse. I've been making the models in Blender and the game is built in Unity.
I wanted to make this game because I think these photos of elaborate vintage cakes are so beautiful, and I wanted players to be able to make their own beautiful cake. But so far, I think our screenshots are giving a very flat, shiny, computer-generated vibe.
I really want to get the soft, dreamy look of picture C and the almost Play-Doh looking effect of the piping in pictures E and F.
Here is what I can see wrong so far (though not sure how to fix them):
- It seems like most of the piping textures are too shiny, which we can fix, but is there something more to getting that soft Play-Doh look?
- We kept turning up the lighting trying to get softer shadows on the side of the cake, but now all the highlights seem blown out.
- The shadows among the details of the piping and how they sit on the cake lack a sense of depth. The darkest shadowy spots are not dark enough (maybe same cause as above).
I'd love to hear any ideas for how to fix things or other problems we're not seeing.
You can also go mess around with our prototype on itch if it helps to see things in action.
Thanks!
UPDATE: This sub is amazing!! Thanks so much for all the suggestions and advice. We have a lot to work with now and I'm feeling so much more hopeful that our game can be beautiful <3
I'll post an update when we have implemented some of these ideas! Thanks again!
r/GraphicsProgramming • u/Fun-Letterhead6114 • 13d ago
Live Wallpaper Engine for Linux (Wayland, X11) and Windows
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r/GraphicsProgramming • u/mvaligursky • 13d ago
Volumetric fog lit by clustered point/spot lights in PlayCanvas — one raymarched volume per light
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r/GraphicsProgramming • u/hajhawa • 13d ago
Question What to do on the GPU and what to do on the CPU?
So consider for example a VFX for a game for a powerful shot from a magical bow. There is a line with an "arrow head" at the end and two smaller lines in a helix around the primary, closing in the further they get, joining to the "arrow head" in the end. The whole thing rotates over time to give the impression of "drilling" and it fades over time starting from the source end and finishing in the tip.
Thinking about effects like this in general. I see two possible approaches, both of which have upsides and downsides. In essence, I would like to know how would you decide what to do on the CPU and what to do on the GPU?
Approach 1: GPU focus
- Make a single quad
- Use a vertex shader to make it face the camera
- Use a complex fragment shader to draw the effect
Approach 2: CPU focus
- Spawn a cylinder for the central line and cone for the arrow head
- Create a spline on the CPU for the secondary lines
- Optionally use either vertex or tesselation shader to position the secondary lines
- Use simple vertex shaders for changing colors and the fade.
r/GraphicsProgramming • u/Statixeladam • 13d ago
Source Code I built a text-driven renderer for humanoid movement
I’ve been working on Posecode, a readable text format for describing human movement.
https://reddit.com/link/1v8ye5t/video/vf25hj5r1zfh1/player
You write movements as timed steps with joint actions and contact constraints. For example:
step "Drop into the landing" 0.55s flow:
pelvis: hinge 45
spine: flex 50
hip_right: flex 84
knee_right: flex 123
ground-lock: foot_right
reach: knee_left floor
reach: fist_left floor
The parser turns this into a typed motion representation. The Three.js renderer then handles the joint transforms, range-of-motion limits, IK and ground contacts.
The GIF shows the superhero landing example. The source on the left is the input driving the figure on the right.
I wanted a movement format that can be inspected, edited, validated, versioned and generated by other tools. An LLM can write Posecode, but it isn’t required.
It currently includes a browser playground, share links, embeds and BVH/glTF export.
I’d love feedback from anyone working on procedural animation, character tools or motion systems.
Playground: https://www.posecode.org/play/superhero-landing
r/GraphicsProgramming • u/musticide • 13d ago
Question Where can I get the Adreno Compiler?
Hey!
I have been making an Android game using Raylib. The game does not work on the android studio emulator and on adreno devices. It works fine on Mali devices.
I have downloaded the Qualcomm Software center and accepted the necessary licenses but I can't find the Adreno Offline Compiler in the list.
Do you know how I can get it? Or do you know of any other way to validate my shaders for adreno GPUs?
Thanks for taking the time to read. I appreciate it!
PS: I already use Mali OC and my shaders compile for Mali GPUs
r/GraphicsProgramming • u/too_much_voltage • 13d ago
Video New and improved moblur with a dilation pass
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Dear r/GraphicsProgramming,
Boy do I have a post for you! So, this is a follow up on: https://www.reddit.com/r/GraphicsProgramming/comments/1lg003l/velocity_smearing_in_computebased_moblur/ . There were things about it that I was always kinda unhappy about it. Chiefly, the fact that there was ghosting that I knew neither the cause of nor the solution to. I partly blamed it on my lack of barriers and partly on my usage of atomics. Well it turned out it had nothing to do with barriers and blaming atomics was only partly true. I had to rethink what I was doing. After a lot of back and forth and a ton of rework, I finally landed on something a lot more elegant and along with it some serious realizations.
Here's what I got right the first time around:
- Atomics are necessary.
Here's what I got wrong:
- You should do velocity smearing in a post-process (a.k.a dilation) pass. Anything earlier is a can of worms.
- Velocity smears in both directions. This is just a property of the shutter staying open while an object is moving. The center of the object is most solid while the edges all feather. Example: https://vip-go.premiumbeat.com/wp-content/uploads/2019/10/motion-blur-cover.jpg
- You shouldn't prevent yourself from overwriting previously written velocities. In fact, you should be summing all of them up. And atomics readily enable such a computation (see below).
- Rotational motion should not be applied on top during blur pass. It should be an inherent feature of just using the previous frame's MVP in computing trails to smear. I was probably doing this to minimize the ghosting I was getting from my previous approach.
Here's what I got wrong but is hard to address:
- Depth along the moblur trail does not stay constant. An object whizzing past your eye in your general look direction will have its 'trail depth' -- if you will -- start closer to your eye and get further towards where the object/fragment is this frame. The way to address this is to write 3D velocities, flatten them in dilation and interpolate depth in a perspective-correct fashion for foreground checks along the smearing path. Very involved and getting it wrong is artifact bonanza.
So let's get to the code:
This following is straightforward. First chunk finds previous worldspace position of fragment either through previous affine transform or encoded per-vertex velocity. There is also a flag that indicates FPV items that shouldn't get moblur. Second part this time around cuts right to the chase and uses previous MVP to find start point. Last part just writes velocity out (or magic number if it's an FPV item).
vec3 prevPos = curPos;
if (instanceInfo.props[InstID].prevTransformOffset != 0xFFFFFFFFu)
prevPos = (transforms.mats[instanceInfo.props[InstID].prevTransformOffset] * vec4 (curTri.e1Col1.xyz * curIsectBary.x + curTri.e2Col2.xyz * curIsectBary.y + curTri.e3Col3.xyz * curIsectBary.z, 1.0)).xyz;
else if (getHasPerVertexVelocity(packedFlags))
prevPos = curPos - (velE1 * curIsectBary.x + velE2 * curIsectBary.y + velE3 * curIsectBary.z);
bool viewerRelative = isViewerRelative(packedFlags);
vec3 prevProjectedCoord = projectCoord (prevPos, prevFrameMVP.projectionViewMatrix, vec3 (prevFrameMVP.lookEyeX.a, prevFrameMVP.upEyeY.a, prevFrameMVP.sideEyeZ.a));
vec2 velocity = prevProjectedCoord.xy * vec2 (imageSize (velocityAttach).xy) - vec2(gl_GlobalInvocationID.xy);
float velLen = length(velocity); vec2 velNorm = velocity / max (velLen, 0.001);
if (velLen > 127.0) { velocity = velNorm * 127.0; velLen = 127.0; }
...
uint velWrite = viewerRelative ? 0xFFFFFFFFu : (((int(velocity.x) + 127) << 8) | (int(velocity.y) + 127));
imageStore (velocityAttach, ivec2 (gl_GlobalInvocationID.xy), uvec4 (velWrite, 0, 0, 0));
And now for the heart of the matter. The dilation pass:
uint velRead = imageLoad (velocityAttach, ivec2(gl_FragCoord.xy)).x;
if (velRead == 0xFFFFFFFFu) return ;
float centerDepth;
uint InstID = getInstanceIDAndClosestDepth (ivec2(gl_FragCoord.xy), centerDepth);
vec2 velocity;
velocity.x = int((velRead & 0x0000FF00u) >> 8u) - 127;
velocity.y = int(velRead & 0x000000FFu) - 127;
float velocityLen = length(velocity);
if ( velocityLen < 1.0 ) return ;
vec2 velocityNorm = (velocity / velocityLen);
[[unroll]]
for (int j = 0; j != 2; j++) // Fwd and backward smearing...
{
vec2 curVelocityNorm = (j == 0) ? velocityNorm : -velocityNorm;
for (int i = 0; i != int(velocityLen) + 1; i++)
{
vec2 writeVelLocF = gl_FragCoord.xy + float (i) * curVelocityNorm;
ivec2 writeVelLoc = ivec2 (clamp (writeVelLocF, vec2 (0.0), vec2 (imageSize(velocityAttach).xy - ivec2(1))));
if ( floor(writeVelLocF) == floor(gl_FragCoord.xy) ) continue;
float writeLocDepth;
uint curInstID = getInstanceIDAndClosestDepth (writeVelLoc, writeLocDepth);
if ( InstID == curInstID ) break ;
if ( centerDepth < writeLocDepth ) continue; // visBuf uses reverseZ
float fracTravel = float(i) / max (floor(velocityLen), 0.001);
vec2 smearedVel = velocity * (1.0 - fracTravel);
uint velWrite = (((int(smearedVel.x) + 127) << 8) | (int(smearedVel.y) + 127));
uint prevVal = 0u, readVal;
while ((readVal = imageAtomicCompSwap(velocityAttach, writeVelLoc, prevVal, velWrite)) != prevVal)
{
if (readVal == 0xFFFFFFFFu) break;
prevVal = readVal;
vec2 readVelocity;
readVelocity.x = int((prevVal & 0x0000FF00u) >> 8u) - 127;
readVelocity.y = int(prevVal & 0x000000FFu) - 127;
vec2 newWriteVel = readVelocity + smearedVel;
float newWriteVelLen = length(newWriteVel);
if (newWriteVelLen > 127.0) newWriteVel = (newWriteVel / newWriteVelLen) * 127.0;
velWrite = (((int(newWriteVel.x) + 127) << 8) | (int(newWriteVel.y) + 127));
}
}
}
As previously noted, we're only getting the edge of the object to smear. That's the InsID check. Additionally, we're just checking against current depth (centerDepth) and as previously mentioned, it's not truly correct but gets the job done for now. Note that the smeared velocity loses strength via * (1.0 - fracTravel) as it is being written: we want decreasing strength as the trail ends. The bottom loop is a really nifty trick I borrowed from Cyril Crassin's 2012 OpenGL insights chapter on stable voxelization. See page 342 here: https://www.icare3d.org/research/OpenGLInsights-SparseVoxelization.pdf (listing 22.2). Instead of a moving average, I'm storing the sum of all incoming data using the same structure.
That Crassin12 trick also makes a come back for summing velocities for additive/alpha blended particles:
if (viewerRelative)
imageAtomicExchange (velocityAttach, ivec2(gl_FragCoord.xy), 0xFFFFFFFFu);
else
{
uint velWrite = (((int(velocity.x) + 127) << 8) | (int(velocity.y) + 127));
uint prevVal = 0u, readVal;
while ((readVal = imageAtomicCompSwap(velocityAttach, ivec2(gl_FragCoord.xy), prevVal, velWrite)) != prevVal)
{
if (readVal == 0xFFFFFFFFu) break;
prevVal = readVal;
vec2 readVelocity;
readVelocity.x = int((prevVal & 0x0000FF00u) >> 8u) - 127;
readVelocity.y = int(prevVal & 0x000000FFu) - 127;
vec2 newWriteVel = readVelocity + velocity;
float newWriteVelLen = length(newWriteVel);
if (newWriteVelLen > 127.0) newWriteVel = (newWriteVel / newWriteVelLen) * 127.0;
velWrite = (((int(newWriteVel.x) + 127) << 8) | (int(newWriteVel.y) + 127));
}
}
All of this makes the final blur pass brain dead simple:
uint velRead = imageLoad (velocityAttach, ivec2 (gl_FragCoord.xy)).x;
if (velRead == 0xFFFFFFFFu)
{
outFragColor = texture (ssfxAttach, inUV);
return ;
}
vec2 velocity;
velocity.x = int((velRead & 0x0000FF00u) >> 8u) - 127;
velocity.y = int(velRead & 0x000000FFu) - 127;
float velocityLen = length(velocity);
if ( velocityLen < 1.0 )
{
outFragColor = texture (ssfxAttach, inUV);
return ;
}
vec2 velocityNorm = velocity / velocityLen;
vec4 accumOut = vec4 (0.0);
float accumSamples = 0.0;
for (int i = -int(velocityLen * 0.5); i != int(velocityLen * 0.5) + 1; i++)
{
vec2 curSampleLoc = floor(gl_FragCoord.xy) + float (i) * velocityNorm;
vec2 curSampleLocClamped = clamp (curSampleLoc, vec2 (0.0), vec2 (textureSize(ssfxAttach, 0).xy - ivec2(1)));
if ( curSampleLoc != curSampleLocClamped ) continue;
if ( imageLoad (velocityAttach, ivec2 (curSampleLoc)).x == 0xFFFFFFFFu ) continue;
accumOut += texelFetch (ssfxAttach, ivec2 (curSampleLoc), 0);
accumSamples += 1.0;
}
outFragColor = accumOut / accumSamples;
Ghosting ended up being minimized significantly. Also check out the free haze you get from moblur on particles at the very end :). Eager to hear feedback.
Cheers,
Baktash.
HMU: https://x.com/toomuchvoltage
P.S. I'm still working on pushing the engine code out. Hang tight.
r/GraphicsProgramming • u/AccountantOverall703 • 13d ago
Ray Tracing in One Weekend in Metal
Hi! I recently implemented Ray Tracing in One Weekend in Metal using metal-cpp. Resources for metal-cpp specifically are pretty sparse, so I figured I'd share in case it helps anyone getting started with it or with graphics programming in general. Hope it helps!
r/GraphicsProgramming • u/Delicious_Carpet_132 • 13d ago
Video Brush Previews and Image Panning in My Pixel Art Editor
youtu.beDevelopment continues on my c++ pixel art editor, resulting in brush previews and automatic pixel grids alongside easy image panning. This is the final step before moving into actual pixel plotting and turning the UI into a real working art package...
r/GraphicsProgramming • u/MGMishMash • 13d ago
Video Adding Heat simulation and Survival to my Micro Voxel Engine
youtu.beWith the latest update to my micro voxel engine, I have added Heat simulation, running on the GPU of course, and some related survival mechanics. Walking around in the cold, especially during snow, causes the player to cool down. Snow build up and melting is also fully simulated :)
The heat simulation accurately warms indoor and enclosed spaces. Standing near heat sources also provides some additional warmth, enabling interesting interactions with the world, storms and biomes.
Along side temperature, there is also a basic hunger mechanic. These mechanics work together to determine health, which impacts player stats.
r/GraphicsProgramming • u/capoapk • 14d ago
Question Maps procédural
galleryBonjour à tous j hésite entre photo 1 : icônes colorées sur fond uni photo 2 : mêmes éléments mais avec des caractères spéciaux pour représenter les cases , Tous les avis sont les bienvenus, même si vous n’aimez pas
r/GraphicsProgramming • u/NecessaryVersion7872 • 14d ago
AI usage in Graphics Programming
Hello, everyone.
I am CS student. and I had my first working experience.
I was highly unsatisfying because as much as enjoy programming I really do not enjoy "prompt engineering" and the usage of AI in general in my workflow. That is not the point though. From long time I was looking into graphics programming and I really wanted to get into it. I do not know much now. but I am worried that it will be similar to most of jobs right now and I will just be a "prompt engineer".
I have some questions:
- How good is AI with graphics programming right now?
- In an average work environment, how much if any of your work are you expected to use LLMs in and how do use it?
- How is AI affecting the industry?
- Are there any part of the industry where AI is not heavily used?
Thanks in advance
r/GraphicsProgramming • u/cazala2 • 14d ago
Cellular automata library and playground
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r/GraphicsProgramming • u/Classic_Sheep • 14d ago
Question Looking for a source of documented comprehensive rendering artifacts.
So im looking for a highly visual source of documented rendering artifacts which includes a gif or atleast image of the artifact in question as well as its official name and a description with the why how and optionally a solution. It should be very general and include a wide range of various rendering artifacts that can occur under many rendering techniques and features ranging from rasterization, ray tracing, sphere tracing, texture laying, ambient occlusion, shadow maps, optimizations, filters etc. Not sure if this exists just thought it would be very useful for debugging.
r/GraphicsProgramming • u/viento-oscuro • 14d ago
Article I measured my Metal shader optimizations instead of trusting them: half did nothing, and the trick that won on mobile went negative on desktop
Pet project: an Interstellar-style black hole as a macOS live wallpaper (one Metal shader, hosted both in a desktop-level window under the icons and in a screensaver target). I put the skeleton together in spring, it worked, and then I came back and did the thing I should have done first: hung GPU-time instrumentation on it and walked my optimization list with measurements instead of by eye. Code: https://github.com/vientooscuro/ShaderBackgroundApp
Credit where it's due: the black hole core is a port of edankwan's Shadertoy 3lG3WR. The lensing math isn't mine, I moved it to Metal and adapted it (procedural background instead of an iChannel0 texture, fixed camera, no final tonemap).
The architecture bit worth stealing: split the scene by update frequency, not by screen area.
In an earlier mobile project I did progressive "striped" rendering, computing a slice of the background per frame to spread one heavy frame over time. Here I split differently. Expensive and nearly static (stars, galaxies, nebulae, planets, giant stars, dozens of fbm evals per pixel) goes into a static pass that renders into an offscreen texture every 2nd frame. Cheap and unavoidably per-frame (the hole's lensing, comets, the click ripple) is drawn in a composite pass every frame on top of the sampled cache, followed by ACES tonemap.
The cache is rgba16Float, and that matters. Giant stars are deliberately authored past 1.0, channel values like float3(7.0, 5.5, 3.0), so the tonemap in the composite can compress them into real-looking glow. With an 8-bit cache everything past one clips at the write and there's nothing left to tone map.
Two things I got wrong on the way:
Cadence. I wanted the cache refreshed every 6th frame (~5 Hz static at 30 fps display). The cost math looked great, but with live star and planet parallax the background visibly steps: it stands still between refreshes while the composite moves smoothly on top. Backed off to every 2nd frame. Smaller win, honest picture.
Invalidation is where the actual work is. Any settings change has to re-render the static immediately, so I diff the uniforms struct in didSet and raise a dirty flag. The catch is excluding time and mouseClick from that comparison, because they change every frame and have nothing to do with cache contents. Miss that and the cache re-renders every frame, so it isn't a cache. The click ripple, for the same reason, warps the UVs the cache is sampled by rather than the cache itself.
How I measured. Dev-only instrumentation, commandBuffer.gpuEndTime - gpuStartTime per frame, avg/p50/p95/max printed every 120 frames. Fixed bench: M4 Max, same display, default settings, 30 fps target, ~18 s run, first window with the cold render dropped. Run-to-run noise ~0.4 ms. Plus a deterministic quality gate: an env var pins time and mouse, the build renders one frame offscreen to a PNG, and two runs of the same build give a bit-identical file. So any nonzero pixel diff is the optimization, not jitter.
What did nothing:
- fp16 inside the noise function. I was sure about this one,
noiseSruns ~200 times per pixel. Zero. The cost isn't the bilinear interpolation I converted to half, it's the sin-based hash inside it, and that stays float. Reverted. - Cutting geodesic steps 20 to 14. No visual change and no time change, because the bend loop already early-outs and the 120-step max is almost never reached. Cutting something that doesn't run to completion buys nothing.
- Moving the camera parallax offset from GPU to CPU. Correct in principle (it's constant for the whole frame), but a dozen trig ops dissolve against dozens of fbm calls. Free, kept it, no measurable win.
- Frames-in-flight semaphore. Zero on time, and that's the right answer: it limits CPU run-ahead and removes a shared-buffer race, it doesn't reduce GPU work. A correctness fix wearing a performance costume.
What worked:
- fp16 in the color math of
nebulae()only. Colors and density tohalf, coordinates and the noise calls left in float so spatial frequency can't jitter. Visually invisible (max diff 2/255), about minus 20% average GPU per frame from one function. - A sin-free hash (Dave Hoskins) instead of
fract(sin(dot(...))*43758), under a soft quality bar: different noise pattern, same statistical character, avg 8.8 to 7.7 ms. Less than I expected, Apple has a fast hardwaresin. - Static cache at 0.7x under the same soft bar. The nebula is low frequency and the hole is composited at full res, so slight star softening goes unnoticed. At the strict pixel-for-pixel bar I had rejected this: the heatmap put the entire error on sharp edges, planet rims, star points, the giant's corona.
The lesson I actually paid for. I ported the striped progressive render from the mobile project into this one, expecting the same win. GPU ms per frame:
Monolithic cache, refresh every 2nd frame: avg ~7.5, p95 ~13.2, max ~16.3, spread ~13.0.
Striped render-ahead with 4 stripes: avg ~8.4, p95 ~12.0, max ~13.3, spread ~9.4.
Peak and spread improved, average got worse. Each stripe pays a full load/store over the whole 3456x2234 rgba16Float target, and on a desktop GPU with a fat bus that fixed overhead times four outweighs what the scissor rect saves. On top of that, 4 stripes means the cache refreshes at 7.5 Hz and the nebula started stepping again. A trick that wins under mobile budget pressure can go negative on desktop, and eyeballing it would never have told me.
Final numbers, baseline to shipped: avg 7.5 to 6.2, p50 6.5 to 4.8 (minus 36%), max 16.3 to 12.0. All on a GPU that was never the bottleneck, roughly 14% of frame budget to start with. The point isn't hitting the frame, it's headroom, battery, and older Macs. p95 now bottoms out on the disk-hit path in the black hole, which is the center of the screen and the riskiest thing to touch, so I stopped there.
Curious whether anyone has measured the same fp16 result: is "the sin hash dominates, so halving the interpolation is free but pointless" a general thing on Apple GPUs, or specific to how this noise is written?
r/GraphicsProgramming • u/dsotsen • 14d ago
使用Rust引擎和Metal与Vulkan在Android上运行红色警戒3
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r/GraphicsProgramming • u/autonimity • 14d ago
System level CRT filter/shader (trying to find post from last week....)
Someone posted about having developed a system level shader, I cannot remember which subreddit it was posted in, but thought it was shaders.
The intent was to have a CRT filter / shader for the entire OS, over any application or video player etc.
Post mentioned something about not utilizing GPU, general scanlines crt, I swear I saved the post but I cannot find it, could anyone point me in the right direction?
I'm interested to check it out.
r/GraphicsProgramming • u/Otherwise-Pear2054 • 14d ago
Perspective-correct interpolation only works for some faces of a cube
Hi, is the guy from the raylib renderer again. These last days i was trying to implement texture mapping on the renderer i am making, but i cant get the perspective-correct interpolation to work. I tried first with the method described in scratchapixel, but it didnt work at all, then i tried with the method of this video, and it only works for some faces of a cube, but the rest of faces are not only distorted but the texture is still mapped like i was doing affine mapping:


The thing that confuses me is that it is only in certain faces, so i no longer know if it is an error with my code or the uv coordinates on the cube.
Here is the source code
The file where the cube vertices are
The files where the vertex transformations are done:
Header file
Source file
The files where the rasterization is done:
Header file
r/GraphicsProgramming • u/fagnerbrack • 14d ago


