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Tuan Kuranes

@tuankuranes.eurosky.social
1.6K followers 4.3K following 41 posts

cpu, gpu : Freelancing Ex: @sketchfab @fab @epicgames Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs Only cpu/gpu/dev/gamdev/vfx content

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Reposted by Tuan Kuranes
Simon Rodriguez @kosua20.simonrodriguez.fr · 09/10/2026
[BLOG] A frame analysis of Hitman World of Assassination blog.simonrodriguez.fr/articles/202... Why not start your week-end with an (excruciatingly detailed) walkthrough of how the game formerly known as Hitman III renders a frame, with explanations, step-by-step pictures and references?
blog.simonrodriguez.fr
Simon Rodriguez
Renderistically - Simon Rodriguez
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Mike Lacher @mikelacher.bsky.social · 08/10/2026
i rebooted minesweeper as a AAA shooter. loot boxes coming soon minesweeper.mikelacher.com
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Omar @ocornut.bsky.social · 07/10/2026
Merged new ImDrawList code: - Topic: github.com/ocornut/imgu... - Wiki: github.com/ocornut/imgu... - Compare 1.92.9 vs 1.93: www.dearimgui.com/docs/drawlis... - TL;DR fixed many rendering inconsistencies. new features & optims. easier to create pixel perfect contents. cc @mikkomononen.bsky.social
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AMD GPUOpen @gpuopen.bsky.social · 06/10/2026
The AMD Radeon Developer Tool Suite just got a major update! 🛠️ 🔍 Radeon GPU Analyzer (RGA) 2.15 adds source-to-ISA correlation for Code Objects. 🖥️ Adds AMD CDNA 5 (Instinct MI400 Series), AGPR usage info, & DX12 Mesh Shader support. More on RGA 👇 gpuopen.com/learn/rga-so...
gpuopen.com
Source-to-ISA correlation for pre-compiled AMD GPU code objects with RGA 2.15
Learn how AMD Radeon GPU Analyzer 2.15 correlates pre-compiled AMD GPU code objects back to source lines, making ISA analysis and optimization far easier.
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JS @jsrproductions.bsky.social · 15/09/2026
New Blog Post: Game-Dev-Flation! Alternative Version: www.jsr-productions.com/_blogpost89f... Original Version: www.jsr-productions.com/blogpost89ff...
jsr-productions.com
Game-Dev-Flation!
Game-Dev-Flation!
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Cedric Guillemet @skaven.bsky.social · 04/10/2026
“I See You” is a 4090-byte produral graphics executable that took 1st place at the Deadline demoparty. So happy to share it with Nano! www.pouet.net/prod.php?whi...
pouet.net
I see you by With Love
4k / procedural graphics for Windows, Deadline (Berlin) 2026
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Brandon Jones @toji.dev · 06/10/2026
Wrote a blog post about using WebGPU's upcoming bindless texture sampling feature, with an accompanying demo! toji.dev/2026/10/06/w...
toji.dev
Experimenting with Bindless Textures in WebGPU
When WebGPU first shipped back in 2023, one of the biggest gaps that it had relative to its native counterparts was that it didn’t support bindless resources. Happily, WebGPU is on the cusp of support...
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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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David Coeurjolly @dcoeurjo.bsky.social · 05/10/2026
DGtal 2.2 is out! This new release contains bugfixes and improvements, as well as a new scheme for fast (multithread) computation of differential quantities. (DGtal is a C++/Python library for topology and geometry processing of voxel data) www.dgtal.org/2026-09-28-d... github.com/DGtal-team/D...
DGtal Logo
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Alan Wolfe @demofox.bsky.social · 03/10/2026
The Double Headed Stack Allocator New blog post! blog.demofox.org/2026/10/03/t...
This shows how the double headed stack allocator works. Level data (red) is allocated from the left going towards the right, while character data (green) is allocated from the right going to the left. They can each allocate / deallocate memory as they wish, without the two systems interleaving and causing fragmentation.
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Alan Wolfe @demofox.bsky.social · 01/10/2026
df_game_data v1.0.0 released! github.com/Atrix256/df_... An editor and data compiler for read only game data in C++. Describe schemas using C style stucts, edit data in the editor, compile data to make a .bin file and a generated .h, use the .h to load the .bin in your code, make your game.
A small C++ program showing how to use the bin file and generated header file that comes out of df_game_data when you compile data.df_game_data editor showing a character table being edited. it has 3 records: curly, larry and moe. The larry record is being edited.An example .def schema file. It uses C/C++ style syntax for describing data structures. Specify the table entry type using #root.
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Jendrik Illner @jendrikillner.bsky.social · 01/10/2026
Graphics Programming weekly - Issue 457 - September 27th, 2026 www.jendrikillner.com/post/graphic...
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Mickaël Newton @mickaelnewton.bsky.social · 27/09/2026
Mon appel aux créateurs JV français : je dois sauver la Bourse Jeux Vidéo d’ici la fin de l’année. Pour cela, je veux monter en 1 mois, un bundle de jeux vidéo dont les fonds iront à la BJV. Le plus de jeux possibles et trouver comment mettre en place cela de façon optimale. Pouvez-vous RT svp ?
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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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Maximilian Tarpini @maxtarpini.bsky.social · 29/09/2026
Emissive shaders. Type a temperature in K and get a blackbody colour – that's how most shaders do it, and it's wrong for practically every real material. Kirchhoff's law fixes it. www.linkedin.com/pulse/therma...
linkedin.com
Thermal light emission from hot objects
Most emissive shaders in CG make hot metal glow the same way: you type a temperature in Kelvin, a blackbody function turns it into a colour, and that colour is added on top of the material. Gold, iron...
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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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Matt Keeter @mattkeeter.com · 28/09/2026
hi friends I'm very excited to announce Halfspace, my experimental cross-platform IDE for solid modeling with distance fields! This has been in progress since midway through last year, and it's finally "done enough" to make it more public.
mattkeeter.com
Halfspace
An IDE for solid modelling with distance fields
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Sacha Greif @sachagreif.com · 28/09/2026
The State of Devs 2026 survey results are out! 2026.stateofdevs.com/en-US/ Here's a quick recap 🧵
2026.stateofdevs.com
State of Devs 2026
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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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Jonathan Stone @sheriffstone.bsky.social · 26/09/2026
Thanks to our colleagues at Pixar, NVIDIA, SideFX, OTOY, Blender, and Autodesk for their amazing work on this year's MaterialX and OpenPBR Virtual Town Hall. The full slide deck can be found at materialx.org/assets/ASWF_..., and stay tuned for the published video from the @aswf.io.
The MaterialX Teapot and LionThe MaterialX Stirling
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Baptiste GENEST @baptiste-genest.bsky.social · 26/09/2026
As graphics researchers or geometry teachers, we speak about 3D using screenshots, and that's just sad... What if you could make SLides on top of PolyscOPE? You can using SLOPE! Slope allows you to synchronize a 3D viewer, animated meshes, shaders, live demos, equations (& more) with your slides!
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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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Ignacio Castano @icastano.bsky.social · 25/09/2026
I revisited Metal Tile Shaders for real-time texture encoding. The encoder reads straight from tile memory, so the uncompressed render target never reaches DRAM. On most iPhones, rendering + encoding is now as fast as rendering alone. www.ludicon.com/castano/blog...
ludicon.com
Encoding Render Targets for Free with Tile Shaders
Encoding textures with tile shaders: on most iPhones, as fast as not encoding at all.
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Jacco Bikker 🎦 @jbikker.bsky.social · 25/09/2026
TinyBVH 1.9.0 is now available on the main branch: github.com/jbikker/tiny... This release has been prepared in collaboration with @wjakob.bsky.social. As of 1.9.0, TinyBVH switched from 'single-header' to 'header-only', because the tiny thing was getting unwieldy... Overview of what's new: (1/3)
github.com
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
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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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Ben Houston @ben3d.ca · 24/09/2026
Want to inspect #MaterialX materials in your coding IDE? Try my new #ThreeJS-based MaterialX Viewer extension for VSCode and Cursor: marketplace.visualstudio.com/items?itemNa... open-vsx.org/extension/be...
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Matt Henderson @matthen.com · 24/09/2026
every (convex) quadrilateral is a square- if you view it from the right perspective
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Dolphin Emulator @dolphin-emu.org · 24/09/2026
Release 2609 is live! In this Progress Report, we were harassed by AI (yes, even more), added an XFB resolution display for the curious, finally let you play Bird's-Eye Bull's-Eye on Android, added NetPlay to Android, and more! dolphin-emu.org/blog/2026/09...
dolphin-emu.org
Dolphin Progress Report: Release 2609
Welcome to the Dolphin 2609's accompanying Progress Report! Like everyone else, we've been doing our best to weather the Techpocalypse brought on by AI, but it's really come after us in the past few m...
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Maximilian Tarpini @maxtarpini.bsky.social · 22/09/2026
Nobody talks about this, that's one of the main SSS issues : push radius(mfp) scale for transparency/translucency and thin mesh features, go dark and shift color unrealistically. It's SSS inner mechanics not a bug, but almost no shader exposes an actual fix 🍋 www.linkedin.com/pulse/sss-ac...
linkedin.com
SSS : Achieving Transparency Through Long-Range Correlation, Not Scale
There's an intuitive move every render artist reaches for when a subsurface material looks too dense: turn up SSS scale. Dense SSS with MFP:1 Bigger mean free path (SSS radius).
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Jendrik Illner @jendrikillner.bsky.social · 22/09/2026
Graphics Programming weekly - Issue 456 - September 20th, 2026 www.jendrikillner.com/post/graphic...
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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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Ignacio Castano @icastano.bsky.social · 17/09/2026
Spark 1.4 is finally out! The highlight is HDR: new BC6H and ASTC HDR codecs, offline quality at real-time speeds. Also: BC1 Ultra, a BC7 codec for packed material maps, ASTC 5×5, and broader device support. www.ludicon.com/castano/blog...
ludicon.com
Spark 1.4
Spark 1.4 adds real-time BC6H and ASTC HDR texture compression, BC1 Ultra, BC7 NRM, ASTC 5×5, and broader GPU compatibility.
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Yining Karl Li @yiningkarlli.bsky.social · 19/09/2026
Here's a neat free procedural rock generator tool that got released earlier this week. This is very cool and very handy! Especially since I just happen to be modeling something at the moment for a hobby project that requires a lot of rocks. tools.kogus.dev/rockstone/
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JMS55 @jms5517.bsky.social · 18/09/2026
New blog post! Go read about making ReSTIR better, killing ReSTIR, improving denoising, and more! jms55.github.io/posts/2026-0...
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Corentin Wallez @kangz.net · 18/09/2026
The WebGPU survey will drive prioritization for the standardization group and your input would be extremely valuable (bindless is already in progress ^^). forms.gle/H57wGhsTFjQb...
forms.gle
WebGPU Developer Survey 2026
The WebGPU / WGSL standardization group is meeting in November and your feedback will help shape the agenda and prioritize future developments of the API and language. Results will be summarized and ...
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Godot Engine @godotengine.org · 15/09/2026
From the outside, rendering optimization can look a little bit like black magic. That's why @clayjohn.bsky.social, lead maintainer of the rendering team, is here to show a few examples of some optimizations from this year to highlight that optimizing rendering code isn’t as scary as it sounds.
godotengine.org
Optimizing CPU-side Rendering Code – Godot Engine
Optimizing CPU code is a lot of fun. Here’s how we do it
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Ben Houston @ben3d.ca · 14/09/2026
I want developers to be able to write performant #WebGPU code. To do that, they need to know what different operations, code patterns, and optional features actually cost on the devices people use. ben3d.ca/blog/introdu...
ben3d.ca
Introducing WebGPU-Bench: A WebGPU Microbenchmark
Introducing webgpu-bench, the micro-benchmark suite behind Web3D Survey’s GPU benchmark, with measurements of shader operations and code patterns available through a webpage and CLI.
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c0de517e.bsky.social @c0de517e.bsky.social · 14/09/2026
It's done! My beautiful and optimized wasm/webgpu quake port is live! c0de517e.com/EXTERNAL/IRO...
c0de517e.com
IronWASM
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Xavier Chermain @xavierchermain.bsky.social · 10/09/2026
🎉 AtomSlicer just earned the ACM Graphics Replicability Stamp! Our TOG paper on non-planar slicing for FFF 3D printing is now verified fully reproducible, code included. www.replicabilitystamp.org/index.html#h... @univlorraine.bsky.social @labo-loria.bsky.social #3DPrinting #SIGGRAPH
A spaceship model sliced with AtomSlicer
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Zino @zino2201.bsky.social · 11/09/2026
I just dropped a new blog post about my renderer: zino2201.substack.com/p/how-sparse... I would love feedback about my writing style, I'm still not sure about it :)
zino2201.substack.com
How sparse resources helped my GPU-driven renderer memory usage
NOTE: This blog post assumes knowledge of GPU programming, GPU-driven rendering, D3D12 and systems programming.
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Jendrik Illner @jendrikillner.bsky.social · 13/09/2026
Graphics Programming weekly - Issue 454 - September 6th, 2026 www.jendrikillner.com/post/graphic...
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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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AMD GPUOpen @gpuopen.bsky.social · 09/09/2026
Stable lighting, frame after frame: new research on a one-step diffusion model for GI, presented at #ECCV2026. 💡 Geometrically aligned, temporally stable lighting. 🧠 Aligns well with real-world features & illumination. Read more ⬇️ gpuopen.com/learn/tempor...
gpuopen.com
Temporally stable generative illumination with a one-step diffusion model
A generative method for real-time global illumination using a single-step latent diffusion model, delivering stable, high-quality lighting without costly iterative processing.
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Soufiane KHIAT @soufianekhiat.bsky.social · 05/09/2026
Alwan 2.0.0 is out. Colour science in pure C11, first public release. Almost a year! No dependencies. f32 and f64 in one binary. A core that compiles unchanged as C, HLSL, GLSL and Halide. MIT. github.com/soufianek... 1/28
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Christoph Kubisch @pixeljetstream.bsky.social · 04/09/2026
New update of Jean-Eudes Marvie's gaussian splatting rendering research framework #3dgs @vulkan.org nvpro-samples.github.io/vk_gaussian_...
nvpro-samples.github.io
Release Notes - Vulkan Gaussian Splatting
Real-time visualization of 3D Gaussian Splatting using the Vulkan API
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Mike Turitzin @miketuritzin.bsky.social · 03/09/2026
One thing I learned from this article is that (on NVIDIA GPUs) 128-byte cache lines are divided into 4 32-byte sectors, which are read independently. So there's a benefit to reducing random-access reads below the cache-line size, but not below 32 bytes. blog.doubleword.ai/what-happens...
blog.doubleword.ai
What happens when a GPU reads memory | Doubleword
Following an LDG.E SASS instruction through the hardware units in an RTX 4090.
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Jendrik Illner @jendrikillner.bsky.social · 05/09/2026
Graphics Programming weekly - Issue 453 - August 30th, 2026 www.jendrikillner.com/post/graphic...
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Bruno Levy @brunolevy01.bsky.social · 01/09/2026
#geogram just reached 2500 stars on github, And that's not all, version 1.10.1 was just released: github.com/BrunoLevy/ge... Geogram is in C++, but it also supports Python, Node.js, WebAssembly, TypeScript and Lua through Rosetta by Frantz Maerten, more on this here: github.com/rosetta-bind...
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Simen E. Sørensen @simenzhor.bsky.social · 01/09/2026
Some hopefully interesting reflections on how the team at my day job made the world’s first functional safety certified product based on Rust. This was a massive undertaking, and I think some of you might appreciate it 🦀 #rust #rustlang #safety #functionalsafety www.sonair.com/journal/how-...
sonair.com
Sonair | Journal | How we developed the world's first safety-certified product written in Rust – and why we went bare metal
We just certified it. ADAR One is the first safety-certified embedded system built in Rust. I want to share how we got here, for other Rust developers who are looking at safety-critical work and wonde...
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