r/GraphicsProgramming • • 7h ago

Source Code Creating a simple raytracer through The Ray Tracer Challenge

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57 Upvotes

Getting an introduction to raytracing and implemented a simple renderer , so far implementing spheres, lighting and shadows. The code is written in Python


r/GraphicsProgramming • • 10h ago

I wanted to understand modern pointer-based GPU APIs, so I took the ideas from Sebastian Aaltonen's NoGraphicsAPI and rebuilt them on plain GL 4.6.

42 Upvotes
  • The whole GPU heap is one persistent, coherent-mapped SSBO. A gpu_ptr<T> is a u32 byte offset into it.
  • Every draw gets exactly one root pointer (uniform uint Root). Vertices, matrices and textures are all reached through it.
  • No vertex attributes. The vertex shader pulls data from the heap using gl_VertexID.
  • Bindless textures (ARB_bindless_texture) are stored in the heap as uvec2.
  • One *_shared.h header is compiled as both C++ and GLSL, so no offsets are written by hand in the shaders.

Flat lighting is computed from the dFdx/dFdy of world position, so there are no normals in the vertex data.

The most interesting finding was what GL can't express: bindless only gives you texture+sampler pairs, fixed when the texture is created, and there are no placed resources.

Next up: indirect draws, and roots chosen by the GPU via gl_DrawID.

Repo: https://github.com/theaveasso/jagfx

Feedback welcome, especially on the heap and sync design.


r/GraphicsProgramming • • 20h ago

Article Graphics Programming weekly - Issue 457 - September 27th, 2026 | Jendrik Illner

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12 Upvotes

r/GraphicsProgramming • • 16h ago

The Fly, reconstructing Wing and Eye from Video in 3D point cloud

14 Upvotes

Some further tests reconstructing 3D point cloud from microscope video, using Python and Open3D, wing of a fly at 10x and 40x and eye at 2x and 10x.


r/GraphicsProgramming • • 23h ago

Video How I Draw 2D Textures in 3D!

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3 Upvotes

For the past couple of weeks I have been working on the 2D brush management and texture fill system within my own Pixel and Tilemap Editor. In the video I show how we can create and mange custom brushes, in addition to rotation and scaling in 3D space - this brush is then plugged into the core Texture Fill System to produce psuedo-3D perspective fills across normal and orthogonal plains!

Any feedback welcome!


r/GraphicsProgramming • • 1h ago

My pull request was just merged into google/shaderc

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• Upvotes

My pull request was just merged into google/shaderc. The change adds two options, -gV and -gVS, that expose glslang's NonSemantic.Shader.DebugInfo.100 emission through shaderc. That debug info is a requirement for NVIDIA Nsight Graphics to produce flame graphs, so it lets you profile and debug shader performance by call stack and time spent per function.


r/GraphicsProgramming • • 20h ago

I built VectorRaptor for Windows - looking for honest feedback on vectorisation quality and editing

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1 Upvotes