Reposted by Helmut GarstenauerAras Pranckevičius @aras-p.bsky.social · 05/10/2026"Unroll a loop, make shader 10x faster", where I accidentally speed up Blender's Kuwahara compositor node on Apple GPUs (and elsewhere). aras-p.info/blog/2026/10... 26616
Reposted by Helmut GarstenauerKostas Anagnostou @kostasanagnostou.bsky.social · 03/10/2026"A Spatio-Temporal Acceleration Framework for Order-Independent Transparency" uses spatial transparency variance and temporal reprojection to reduce the pixel shading rate for OIT techniques www.tobias-franke.eu/publications...tobias-franke.euA Spatio-Temporal Acceleration Framework for Order-Independent TransparencyA Spatio-Temporal Acceleration Framework for Order-Independent Transparency 0196
Reposted by Helmut GarstenauerArseny Kapoulkine @zeux.io · 30/09/2026New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/b... 26122
Reposted by Helmut GarstenauerTom Forsyth @tomforsyth.bsky.social · 28/09/2026DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...youtu.beDASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes versionYouTube video by Tom Forsyth 1423276
Reposted by Helmut GarstenauerAnis @auzaiffe.bsky.social · 26/09/2026I fell into the #unity3d #HDRP codebase again. Oops. I wrote a post about how the water currents were done at the time: rivers, cascades and vortices on an FFT ocean, and no feature written for any of them. If you are curious: anisb.github.io/2026/09/26/c... 13214
Reposted by Helmut GarstenauerJacco Bikker 🎦 @jbikker.bsky.social · 26/09/2026From reddit: Optimizing blur. www.reddit.com/r/GraphicsPr...reddit.comFrom the GraphicsProgramming community on Reddit: Acerola - How to blur images at 20,000 FPS (or 50 microseconds)Explore this post and more from the GraphicsProgramming community 0141
Reposted by Helmut GarstenauerKostas Anagnostou @kostasanagnostou.bsky.social · 30/09/2026PIX timing capture functionality has been extracted into a separate library to offer recording of a large number of events including, among others, GPU top/end of pipe timestamps, object lifetime and memory residency/eviction in-game. devblogs.microsoft.com/directx/intr...devblogs.microsoft.comIntroducing DxTimingCaptureLibrary - DirectX Developer BlogToday we released DxTimingCaptureLibrary, an open-source C++ library for DirectX developers. It is available on GitHub under the MIT license, and it works 0166
Reposted by Helmut GarstenauerErin Catto @erincatto.bsky.social · 29/09/2026New blog post on speeding up the separating axis test (SAT) using inscribed spheres: box2d.org/posts/2026/0...box2d.orgInscribed SpheresThe separating axis test (SAT) works well for computing contact manifolds. Unlike GJK, it is robust when shapes are very close together and it works when shapes are overlapped. Box3D uses SAT for comp... 1266
Helmut Garstenauer @helmut-g.bsky.social · 29/09/2026Foundations of Position Based Rigid Body Dynamics (Notes by Tom Waterson) tomwaterson.com/notes.html "These show how to derive position based methods from a Lagrangian approach and are meant as a physicist's introduction to rigid body simulation."tomwaterson.comNotes — Tom WatersonNotes and technical writing by Tom Waterson on physics simulation and rigid body dynamics. 022
Reposted by Helmut GarstenauerAdam Sawicki @asawicki.info · 25/09/2026I published online my 2 articles that have been published in Polish paper magazine "Programista" many years ago, in EN and PL version: - "Time Measurement in Game Programming" - "Writing Efficient C++ Code" Maybe a bit outdated, but maybe still useful? asawicki.info/news_1804_tw...asawicki.infoTwo articles: Time Measurement in Game Programming, Writing Efficient C++ Code 033
Reposted by Helmut GarstenauerMegan Fox @glassbottommeg.bsky.social · 24/09/2026Blender con is happening right now, and the next-gen Blender anim tech is basically what Cascadeur did. Remember that cool anim tool where you can arbitrarily lock bones and move the rest like it's IK but it isn't actually IK, and everything Just Works? HOLY SHIT. www.youtube.com/watch?v=M2J_...youtube.comMotion Sculpting: A New Animation Paradigm — BCON26YouTube video by Blender 73914
Reposted by Helmut GarstenauerArseny Kapoulkine @zeux.io · 25/09/2026meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt... 29427
Reposted by Helmut GarstenauerKrzysztof Narkowicz @knarkowicz.bsky.social · 22/09/2026Interesting DLSS5 tech details: github.com/maanHimself/...github.comGitHub - maanHimself/OpenDLSS-NR: A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original.A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original. - maanHimself/OpenDLSS-NR 1208
Reposted by Helmut GarstenauerMaximilian Tarpini @maxtarpini.bsky.social · 20/09/2026Wrote something about SSS and Blue noise : www.linkedin.com/pulse/what-h...linkedin.comWhat Happens When SSS Meets Blue Noise: Super-Exponential Light TransportWhen subsurface scattering (SSS) is driven by a blue-noise distribution, classical light transport breaks down. Light no longer decays exponentially according to the traditional Beer-Lambert law. 1239
Reposted by Helmut GarstenauerInigo Quilez @iquilezles.bsky.social · 04/09/2026Distorting space with sine functions #math 446084
Reposted by Helmut GarstenauerRune Skovbo Johansen @runevision.bsky.social · 12/09/2026I've released my Tone Mapping Analysis tools for comparing tone mapping LUTs, implemented as a Unity project with custom editor windows. Compare how different tone mappers look when applied to HDR .exr images, with comparison sliders and a variety of overlays and graphs. github.com/runevision/T... 18312
Reposted by Helmut GarstenauerRune Skovbo Johansen @runevision.bsky.social · 03/09/2026Tone mapping investigation / tool showcase / rant www.youtube.com/watch?v=k1dJ... #GameDev #IndieDev #Graphicsyoutube.comTone mapping investigation / tool showcase / rantYouTube video by runevision 45811
Reposted by Helmut GarstenauerThomas Altenburger @thomas.flying-oak.com · 16/09/2026The Black Mesa Taco Hitbox is what keeps me awake at night. 24110
Reposted by Helmut Garstenauer.NET @dot.net · 15/09/2026🎸 .NET 11 goes to 11. 🔥 Smarter JIT deabstraction, fewer allocations, fewer bounds checks, tighter loops, SIMD boosts, and hundreds of runtime/library optimizations. ⚡ Your code may get faster without changing a line. 📖 Read: msft.it/63320abvXk 164
Reposted by Helmut GarstenauerBastiaan Olij @mux213.bsky.social · 15/09/2026Thrills review on the Steam Frame says nearly everything I would say from a gamers POV. So just sharing it for anyone that is interested: www.youtube.com/watch?v=q8qp...youtube.comTHE STEAM FRAME: The Good, The Bad and the UglyYouTube video by ThrillSeeker 1101
Reposted by Helmut GarstenauerTerence Tao @teorth.bsky.social · 11/09/2026A group of 25 Fields Medalists, including myself, have made a joint declaration on Math and AI: mathandai.org . We welcome additional signatories. See also this article in the Economist announcing the declaration: www.economist.com/science-and-...mathandai.orgDeclaration — Math and AIRead the declaration and add your name. 432064933
Reposted by Helmut GarstenauerChristoph Peters @momentsingraphics.bsky.social · 09/09/2026@jorisar.bsky.social has posted a recording of his SIGGRAPH 2026 presentation on Gaussian point splatting now: www.youtube.com/watch?v=2AWv...youtube.comGaussian Point Splatting - SIGGRAPH Technical Paper PresentationYouTube video by CodeJar 082
Reposted by Helmut GarstenauerAndrew Helmer @andrewhelmer.bsky.social · 05/09/2026Sebastian Aaltonen's No Graphics API is now on Github! github.com/sebbbi/NoGra...github.comGitHub - sebbbi/NoGraphicsAPI: Minimal graphics API. Built on top of latest Vulkan extensions. As close as possibly to my "No Graphics API" blog post and the SIGGRAPH talk.Minimal graphics API. Built on top of latest Vulkan extensions. As close as possibly to my "No Graphics API" blog post and the SIGGRAPH talk. - sebbbi/NoGraphicsAPI 16116
Reposted by Helmut GarstenauerEric Lippert @ericlippert.com · 04/09/2026After many delays, my book is finally done! Print copies ship on September 29th, and the e-book is HALF OFF at www.manning.com/books/fabulo... from now through Labor Day, WHAT A FABULOUS DEAL! Thanks to everyone who supported this project; I appreciate you all so much.manning.comFabulous Adventures in Data Structures and Algorithms - Eric Lippert 1247
Reposted by Helmut GarstenauerMike Turitzin @miketuritzin.bsky.social · 27/08/2026The new version of Enshrouded has replaced triangle meshes with SDF bricks for terrain 👀 youtu.be/4AQycxtpPno?...youtu.beEnshrouded - Performance Improvements for 1.0YouTube video by Enshrouded 56716
Reposted by Helmut GarstenauerMartin Garstenauer @mgarstenauer.bsky.social · 14/08/2026How Fast is .NET 11 Runtime Async? by Kai Sawano medium.com/p/how-fast-i...medium.comHow Fast is .NET 11 Runtime Async?Traditional async/await 011
Reposted by Helmut GarstenauerRaph Levien @raphlinus.bsky.social · 10/08/2026I just posted a blog post on my hyperbezier curve: linebender.org/blog/hyperbe... I've actually been working on this for years, and only recently figured out a solution to the parameter mapping problem. I think this curve is potentially better than cubic Béziers for 2D vector graphic design. 212325
Reposted by Helmut GarstenauerRed Blob Games @redblobgames.com · 02/08/2026Love this project and writeup! A color space to cover skin colors. toneyalexander.github.io/inclusive-co... (can also be useful for #procgen)toneyalexander.github.ioWhat Colors Are We? Constructing A Color Space For Skin TonesSimple equations and a color picker to inclusively select simplified skin tones in a custom color space for digital art or game development. 413838
Reposted by Helmut Garstenauerceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index.... 05419
Reposted by Helmut GarstenauerDaniel Holden @theorangeduck.bsky.social · 30/07/2026One of my most requested articles is something on inverse kinematics and foot sliding. I finally found the time to write up the little recipes that have served me well through the years, including an offline method I used recently that works surprisingly nicely. theorangeduck.com/page/inverse... 03711
Reposted by Helmut GarstenauerKostas Anagnostou @kostasanagnostou.bsky.social · 26/07/2026Variable Rate Tracing ReSTIR GI mateuszkolodziejczyk00.github.io/2025/06/18/v...mateuszkolodziejczyk00.github.ioVariable Rate Tracing ReSTIR GIIntroduction 0227
Reposted by Helmut GarstenauerPhoenix 🐦🔥 @s-phoenix.bsky.social · 26/07/2026Proud of myself today. What started as a simple infinite-grid shader turned into a month-long journey through rendering, maths, and plenty of frustration—but I finally got it working. I wrote about everything I learned: willofindie.com/proj/infinit... #webgpu #rustlang #glsl #realtimerenderingwillofindie.comInfinite Grid ShaderLearning to create an infinite grid procedurally using GLSL shaders. This post contains my notes, lessons and findings, and is intended for personal reference. Therefore, you might find errors, misjud... 05711
Reposted by Helmut GarstenauerStephen Hill @selfshadow.com · 27/07/2026SIGGRAPH 2026 links: blog.selfshadow.com/2026/07/26/s.... I'll continue to add to the list as more things show up online.blog.selfshadow.comSIGGRAPH 2026 Links 05225
Reposted by Helmut GarstenauerAMD GPUOpen @gpuopen.bsky.social · 22/07/2026New AMD graphics research: "Ray Tracing Massive Amounts of Animated Geometry" 🌳 🔺 Tetrahedral cages decouple animation cost from triangle count. ⚡ Enables massive animated scenes in real-time ray tracing. Read more ⬇️ gpuopen.com/learn/ray-tr...gpuopen.comRay tracing massive amounts of animated geometry using tetrahedral cages - AMD GPUOpenAnimate compact tetrahedral cages and reuse static mini-BLASes to ray-trace hundreds of millions of triangles in real time, dramatically cutting per-frame update and memory costs for dense foliage, gr... 1164
Reposted by Helmut GarstenauerErin Catto @erincatto.bsky.social · 21/07/2026New blog post. Box3D is getting faster. box2d.org/posts/2026/0...box2d.orgSIMD for CollisionIn a previous post SIMD Matters I discussed the big wins I got from graph coloring to make the contact solver faster. That same approach exists in Box3D. I like to call this approach “wide SIMD”. The ... 17211
Reposted by Helmut GarstenauerKostas Anagnostou @kostasanagnostou.bsky.social · 20/07/2026Worth watching I3D 2026 Keynote: "Lessons from Digging in Game Dev and Adjacent Trenches" by Naty Hoffman www.youtube.com/watch?v=ISgT...youtube.comI3D 2026 Keynote: Naty Hoffman's Keynote - "Lessons from Digging in Game Dev and Adjacent Trenches"YouTube video by I3D Symposium 0217
Reposted by Helmut GarstenauerBen Beilharz @engramm.ing · 20/07/2026We actually get to witness Nvidia open sourcing their Neural Appearance Models in this lifetime. Thanks for finally dropping the guesswork reimplementing all of that. github.com/NVlabs/neura... Their new SIGGRAPH is also out: research.nvidia.com/labs/rtr/pub...github.comGitHub - NVlabs/neuralappearanceContribute to NVlabs/neuralappearance development by creating an account on GitHub. 0114
Reposted by Helmut GarstenauerPatrik Svensson @patriksvensson.se · 18/07/2026ICYMI: We released a new library called Spectre.Console.Ansi, which makes writing ANSI a breeze (and much more). With this library, you can also use the markup functionality directly with an old-fashioned System.Console. spectreconsole.net/console/how-...spectreconsole.netSpectre.Console Documentation - Write ANSIHow to write ANSI/VT sequences and markup without the Spectre.Console library 1143
Reposted by Helmut GarstenauerBobby Anguelov @bobbyanguelov.bsky.social · 20/07/2026We just pushed a new version of esoterica to github. This is the culmination of around 2 years of work. Massive improvements across the board but most notably a brand new and modern DX12 based renderer. If you want to build your own engine, it's a great starting point! github.com/BobbyAnguelo... 1418
Reposted by Helmut GarstenauerKenney @kenney.nl · 15/07/2026Skyboxes now available ✨ totally free for everyone, for anything (CC0, public domain). Includes 5 skies with instructions on how to use them! kenney.nl/assets/skybo... Please share with your friends 🙇♂️ 12567138
Reposted by Helmut Garstenauerceruleite.bsky.social @ceruleite.bsky.social · 15/07/20262026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com 16127
Reposted by Helmut GarstenauerStuart Lang @stu.dev · 11/07/2026Today I'm releasing AotAnywhere, a package which enables cross platform publishing support for dotnet NativeAOT. Before this package you had to use multiple different runners, with AotAnywhere you can publish for all targets from any single host. This is continuing the great work of @migeel.sk 4198
Reposted by Helmut GarstenauerMAK @makramd.bsky.social · 07/07/2026AMD: Ray Tracing Massive Amounts of Animated Geometry dl.acm.org/doi/epdf/10....dl.acm.orgRay Tracing Massive Amounts of Animated Geometry 0133
Reposted by Helmut GarstenauerThe Spaceshipper 🚀 @thespaceshipper.com · 05/07/2026"On July 1, Fenris Creations (formerly CCP) completed the full open source release of its in-house Carbon Engine, the tech behind long-running MMO EVE Online and early access space survival game EVE Frontier. The Carbon Engine's repositories are available now on GitHub."pcgamer.comEVE Online studio Fenris follows through on yearslong promise to make its in-house game engine fully open sourceMad respect. 15219
Reposted by Helmut GarstenauerWolfgang Engel @wolfgangfengel.bsky.social · 02/07/2026The deadline for GPU Zen 5 proposals is approaching fast! There is no better way to share high-quality insights and help the community grow than through a published book. Submit your proposal today! gpuzen.blogspot.comgpuzen.blogspot.comGPU Zen 152
Reposted by Helmut GarstenauerCem Yuksel @cemyuksel.com · 01/07/2026Our #HPG2026 paper "Memory-Efficient Bounding Volume Hierarchies with Merged Nodes for Hardware Ray Tracing" introduces new ways of constructing BVHs that consistently outperform state-of-the-art BVHs for GPU ray tracing. Project page: graphics.cs.utah.edu/research/pro... @ebrunvand.bsky.social 25415
Reposted by Helmut GarstenauerAlan Wolfe @demofox.bsky.social · 01/07/2026What To Learn To Be A Real Time graphics Programmer blog.demofox.org/2026/07/01/w... I wrote this up over lunch and it's surprisingly popular so sharing over here too. 59932
Reposted by Helmut GarstenauerErin Catto @erincatto.bsky.social · 01/07/2026I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...box2d.orgAnnouncing Box3DI’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee... 13782220
Reposted by Helmut GarstenauerArseny Kapoulkine @zeux.io · 30/06/2026meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt... 07521