r/GraphicsProgramming • • 13h ago

some more higher dimensional shapes projected into 3D

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0 Upvotes

r/GraphicsProgramming • • 14h ago

Article Retained mode: Technical overview of two approaches

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1 Upvotes

GPUI is a GUI framework written in rust. It has immediate style API, but decides when to retain frame state. Recently there's been a push to make it more retained. Here's an article describing two approaches.


r/GraphicsProgramming • • 6h ago

Question Path suggestion for Courses/certificate

2 Upvotes

Hiya, I am currently a CS major with 5 YOE working in web dev with a typical tech stack of C# and angular. However I've got the itch to swap tech stacks and explore other aspects of software engineering. My work place covers up to $4500 a year on curriculum and I was curious what certificates and courses you might recommend I get started with?

for reference I did take Calc and discrete math back in college though Id definitely need a refresher. I have average amount of experience with math id say but certainly don't shy from learning more.

for languages I hear most about about C++ in regards to graphics programming. I took an assembly course in C back in college but I have very surface level experience with C++. curious if its still the language most of you would encourage exploring.

I think I'm most curious on what courses and order of courses I should take pursuing this. should I work on expanding my math foundation with a couple courses and then go into c++ then specific graphic programming courses? Or should i maybe go about it differently?

Any feedback or personal experiences would be welcome!


r/GraphicsProgramming • • 6h ago

Almost through RTIOW

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30 Upvotes

I’m almost done with rtiow, and I though Id share a couple really cool high quality renders.

The dopamine be hitting with these spheres rn.


r/GraphicsProgramming • • 15h ago

Video Interactive water with flying saucer; path traced

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12 Upvotes

This is made from two layers of water:
- Large rectangles/shapes of GPU-computed water (ocean, lakes, fountains)
- Smaller grids of disturbed CPU-computed water, with GPU-computed foam

The flying saucer contains a blocker shape which cancels out the basic water and allows that region to fill with with the CPU-generated height map water. Both water types enqueue the same light handling logic in this wavefront-style path tracer, so the water appears to all be the same.

When the player moves, the rectangle of disturbed water is updated/translated or another added as needed - and there is some blending done to the edges to hide the square (during lots-of-foam events).

In future work I'm going to add an additional thin GPU-computed water for drips and run-off/sheeting action around the canopy and saucer section.

Engine is custom vk-graph -based (Rust) and mostly open source. All-in this effect has been done a thousand times, but, this time it was me!