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Helmut Garstenauer

@helmut-g.bsky.social
617 followers 304 following 2 posts

formerly: DigitalRune Engine, Apple (RealityKit, visionOS, Vision Pro) interests: game dev, graphics, physics, .NET, C# @HelmutG@mastodon.gamedev.place

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Reposted by Helmut Garstenauer
Aras 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...
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Kostas 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.eu
A Spatio-Temporal Acceleration Framework for Order-Independent Transparency
A Spatio-Temporal Acceleration Framework for Order-Independent Transparency
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Arseny Kapoulkine @zeux.io · 30/09/2026
New 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...
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Tom Forsyth @tomforsyth.bsky.social · 28/09/2026
DASHR - 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.be
DASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes version
YouTube video by Tom Forsyth
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Anis @auzaiffe.bsky.social · 26/09/2026
I 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...
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Jacco Bikker 🎦 @jbikker.bsky.social · 26/09/2026
From reddit: Optimizing blur. www.reddit.com/r/GraphicsPr...
reddit.com
From 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
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Kostas Anagnostou @kostasanagnostou.bsky.social · 30/09/2026
PIX 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.com
Introducing DxTimingCaptureLibrary - DirectX Developer Blog
Today we released DxTimingCaptureLibrary, an open-source C++ library for DirectX developers. It is available on GitHub under the MIT license, and it works
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Erin Catto @erincatto.bsky.social · 29/09/2026
New blog post on speeding up the separating axis test (SAT) using inscribed spheres: box2d.org/posts/2026/0...
box2d.org
Inscribed Spheres
The 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...
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Helmut Garstenauer @helmut-g.bsky.social · 29/09/2026
Foundations 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.com
Notes — Tom Waterson
Notes and technical writing by Tom Waterson on physics simulation and rigid body dynamics.
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Adam Sawicki @asawicki.info · 25/09/2026
I 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.info
Two articles: Time Measurement in Game Programming, Writing Efficient C++ Code
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Reposted by Helmut Garstenauer
Megan Fox @glassbottommeg.bsky.social · 24/09/2026
Blender 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.com
Motion Sculpting: A New Animation Paradigm — BCON26
YouTube video by Blender
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Arseny Kapoulkine @zeux.io · 25/09/2026
meshoptimizer 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...
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Krzysztof Narkowicz @knarkowicz.bsky.social · 22/09/2026
Interesting DLSS5 tech details: github.com/maanHimself/...
github.com
GitHub - 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
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Maximilian Tarpini @maxtarpini.bsky.social · 20/09/2026
Wrote something about SSS and Blue noise : www.linkedin.com/pulse/what-h...
linkedin.com
What Happens When SSS Meets Blue Noise: Super-Exponential Light Transport
When 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.
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Inigo Quilez @iquilezles.bsky.social · 04/09/2026
Distorting space with sine functions #math
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Rune Skovbo Johansen @runevision.bsky.social · 12/09/2026
I'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...
A table of different images, each row shown with different tone mappers. One cell shows a comparison slider.Graphs are displayed for each tone mapper row and the Saturation Overlay is applied to the images.
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Rune Skovbo Johansen @runevision.bsky.social · 03/09/2026
Tone mapping investigation / tool showcase / rant www.youtube.com/watch?v=k1dJ... #GameDev #IndieDev #Graphics
youtube.com
Tone mapping investigation / tool showcase / rant
YouTube video by runevision
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Thomas Altenburger @thomas.flying-oak.com · 16/09/2026
The Black Mesa Taco Hitbox is what keeps me awake at night.
A taco 3D model from the video game Half-life showing that its hitbox is not matching the taco shape and is 90 degrees rotated compared to what it should be.
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.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
A cartoon character, resembling a robot, rides a pink rocket labeled '.NET 11' against a purple background. The text 'Performance Improvements in .NET 11' appears prominently to the left.
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Bastiaan Olij @mux213.bsky.social · 15/09/2026
Thrills 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.com
THE STEAM FRAME: The Good, The Bad and the Ugly
YouTube video by ThrillSeeker
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Terence Tao @teorth.bsky.social · 11/09/2026
A 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.org
Declaration — Math and AI
Read the declaration and add your name.
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thomas "noio" 🏔️ vandenberg @noio.games · 10/09/2026
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Christoph 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.com
Gaussian Point Splatting - SIGGRAPH Technical Paper Presentation
YouTube video by CodeJar
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Andrew Helmer @andrewhelmer.bsky.social · 05/09/2026
Sebastian Aaltonen's No Graphics API is now on Github! github.com/sebbbi/NoGra...
github.com
GitHub - 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
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Eric Lippert @ericlippert.com · 04/09/2026
After 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.com
Fabulous Adventures in Data Structures and Algorithms - Eric Lippert
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Mike Turitzin @miketuritzin.bsky.social · 27/08/2026
The new version of Enshrouded has replaced triangle meshes with SDF bricks for terrain 👀 youtu.be/4AQycxtpPno?...
youtu.be
Enshrouded - Performance Improvements for 1.0
YouTube video by Enshrouded
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Martin Garstenauer @mgarstenauer.bsky.social · 14/08/2026
How Fast is .NET 11 Runtime Async? by Kai Sawano medium.com/p/how-fast-i...
medium.com
How Fast is .NET 11 Runtime Async?
Traditional async/await
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Raph Levien @raphlinus.bsky.social · 10/08/2026
I 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.
A plot of two roughly S-shaped curves. In gray is a cubic Bézier, and the Bézier control points are shown. In blue is an example of the hyperbezier, with roughly similar shape but much smoother curvature variation. There is also a "curvature comb" in green.
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Red Blob Games @redblobgames.com · 02/08/2026
Love this project and writeup! A color space to cover skin colors. toneyalexander.github.io/inclusive-co... (can also be useful for #procgen)
toneyalexander.github.io
What Colors Are We? Constructing A Color Space For Skin Tones
Simple equations and a color picker to inclusively select simplified skin tones in a custom color space for digital art or game development.
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides 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....
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Daniel Holden @theorangeduck.bsky.social · 30/07/2026
One 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...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 26/07/2026
Variable Rate Tracing ReSTIR GI mateuszkolodziejczyk00.github.io/2025/06/18/v...
mateuszkolodziejczyk00.github.io
Variable Rate Tracing ReSTIR GI
Introduction
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Phoenix 🐦‍🔥 @s-phoenix.bsky.social · 26/07/2026
Proud 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 #realtimerendering
willofindie.com
Infinite Grid Shader
Learning 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...
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Stephen Hill @selfshadow.com · 27/07/2026
SIGGRAPH 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.com
SIGGRAPH 2026 Links
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AMD GPUOpen @gpuopen.bsky.social · 22/07/2026
New 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.com
Ray tracing massive amounts of animated geometry using tetrahedral cages - AMD GPUOpen
Animate 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...
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Erin Catto @erincatto.bsky.social · 21/07/2026
New blog post. Box3D is getting faster. box2d.org/posts/2026/0...
box2d.org
SIMD for Collision
In 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 ...
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Kostas Anagnostou @kostasanagnostou.bsky.social · 20/07/2026
Worth watching I3D 2026 Keynote: "Lessons from Digging in Game Dev and Adjacent Trenches" by Naty Hoffman www.youtube.com/watch?v=ISgT...
youtube.com
I3D 2026 Keynote: Naty Hoffman's Keynote - "Lessons from Digging in Game Dev and Adjacent Trenches"
YouTube video by I3D Symposium
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Ben Beilharz @engramm.ing · 20/07/2026
We 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.com
GitHub - NVlabs/neuralappearance
Contribute to NVlabs/neuralappearance development by creating an account on GitHub.
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Patrik Svensson @patriksvensson.se · 18/07/2026
ICYMI: 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.net
Spectre.Console Documentation - Write ANSI
How to write ANSI/VT sequences and markup without the Spectre.Console library
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Bobby Anguelov @bobbyanguelov.bsky.social · 20/07/2026
We 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...
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Kenney @kenney.nl · 15/07/2026
Skyboxes 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 🙇‍♂️
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ceruleite.bsky.social @ceruleite.bsky.social · 15/07/2026
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
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Stuart Lang @stu.dev · 11/07/2026
Today 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
Graphic showing all supported environments to build on, and all supported environments the resulting binary can run on.
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MAK @makramd.bsky.social · 07/07/2026
AMD: Ray Tracing Massive Amounts of Animated Geometry dl.acm.org/doi/epdf/10....
dl.acm.org
Ray Tracing Massive Amounts of Animated Geometry
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The 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.com
EVE Online studio Fenris follows through on yearslong promise to make its in-house game engine fully open source
Mad respect.
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Wolfgang Engel @wolfgangfengel.bsky.social · 02/07/2026
The 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.com
gpuzen.blogspot.com
GPU Zen
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Cem Yuksel @cemyuksel.com · 01/07/2026
Our #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
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Alan Wolfe @demofox.bsky.social · 01/07/2026
What 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.
A path traced render of spheresA real time render of spheres using physically based rendering lighting formulas
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Erin Catto @erincatto.bsky.social · 01/07/2026
I’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.org
Announcing Box3D
I’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...
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Arseny Kapoulkine @zeux.io · 30/06/2026
meshoptimizer 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...
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