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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
Simonschreibt @simonschreibt.bsky.social · 12h
Released 2 breakdowns about my work on Adorable Adventures: Waterfall & River. Next to the usual (geometry + scrolling textures + particles) I also show things like reactive fishes 🐟 and floating rubber ducks 🦆 💧 River: www.artstation.com/artwork/rzlQ2J 💦 Waterfall: www.artstation.com/artwork/31E68D
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Kenney @kenney.nl · 19h
I've made 6 open-source @godotengine.org projects perfect for as a base for your first or next game. Completely human-made and easy to understand code & comments. All visuals and sounds included, CC0! kenney.nl/starter-kits
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Andrew Helmer @andrewhelmer.bsky.social · 19/10/2026
Something I've wanted to write up for a while, this is how I wish I'd learned spherical harmonics: andrew-helmer.github.io/demystifying...
andrew-helmer.github.io
Demystifying Spherical Harmonics: An Optimization Approach
Ever since I first heard of spherical harmonics as an approximation in computer graphics, I have felt that the way they are explained is too complicated. Sometimes the explanations assume a bunch of m...
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ATM @atmosphere.money · 19/10/2026
Your identity can move between apps. Your business should be able to, too. We’re building Atmosphere Money: social payments for the Atmosphere. Here’s the model, and what comes next:
atmosphere.money
Introducing Atmosphere Money
Building the open social economy.
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JCGT announcements @jcgt-announce.bsky.social · 19/10/2026
Daniel Meister and Takahiro Harada: BVH Encoding for Neural-Assisted Ray Tracing jcgt.org/published/00...
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Reposted by Tuan Kuranes
Soufiane KHIAT @soufianekhiat.bsky.social · 17/10/2026
#ImWidgets hack of the day, I décided to move all the styling in a json file, and allow texture and micro procedural gradient description in it. Here some examples, all are pure #DearImGui with my rendering layer on top, compatible with #ImGui test engine too!
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Reposted by Tuan Kuranes
Jendrik Illner @jendrikillner.bsky.social · 16/10/2026
Graphics Programming weekly - Issue 458 - October 11th, 2026 www.jendrikillner.com/post/graphic...
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Pascal Thomet @pthom05.bsky.social · 14/10/2026
Congrats @ocornut.bsky.social for Dear ImGui 1.93! Dear ImGui Explorer, its interactive manual, is already on 1.93. Search the demos, browse the whole API, jump seamlessly between code & demos. Works on phones & desktop. pthom.github.io/imgui_explorer/
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Alan Wolfe @demofox.bsky.social · 14/10/2026
df_game_data v1.0.1 released! github.com/Atrix256/df_... * Adds C language support, to go along with the C++ support it already had. * Adds option to obfuscate your .bin file. It xors it against a one time pad on save and on load. df_game_data is a solution for read only game data.
github.com
GitHub - Atrix256/df_game_data: Game data middleware - describe schemas, edit data, pack data, load data, hot reloading support
Game data middleware - describe schemas, edit data, pack data, load data, hot reloading support - Atrix256/df_game_data
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Reposted by Tuan Kuranes
Soufiane KHIAT @soufianekhiat.bsky.social · 13/10/2026
#ImWidgets: proto/hack of the day, rewrite widgets depending only on internal API of #DearImgui/#ImGui and ButtonBehavior etc. Just focusing on the look, animation (#ImAnim) + Slug-like (#DearWidgets) 1/2
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Ignacio Castano @icastano.bsky.social · 14/10/2026
Last week marked four years of Ludicon! A brief retrospective on how things are going and where they’re headed: www.ludicon.com/castano/blog...
ludicon.com
Four years of Ludicon
Reflections on independent software development, the changing middleware industry, AI, and the future of real-time texture compression.
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Erin Catto @erincatto.bsky.social · 13/10/2026
Contact Recycling - making contact generation almost free. box2d.org/posts/2026/1...
box2d.org
Contact Recycling
Contact recycling is a technique I developed for Box2D and Box3D. Contact recycling can drastically improve rigid body simulation performance, making the process of computing contact points almost fre...
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Jacco Bikker 🎦 @jbikker.bsky.social · 12/10/2026
TinyBVH has been updated to 1.9.1 on the main branch. Updated: * Fully revised README.md * New BVH optimizer (bvhopt) * Bonsai and BonsaiS builders * Faster builders * 2-wide AMD layout, with hw support * CPU H-PLOC builder * Vulkan vs OpenCL benchmark And more. Link: github.com/jbikker/tiny...
github.com
GitHub - jbikker/tinybvh: Header-only dependency-free BVH construction and traversal library.
Header-only dependency-free BVH construction and traversal library. - jbikker/tinybvh
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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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Reposted by Tuan Kuranes
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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Reposted by Tuan Kuranes
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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Tuan Kuranes @tuankuranes.eurosky.social · 29/09/2026
As a "user not poster" I do follow bsky.app/profile/did:... and do find it quite interesting
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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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