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Posts tagged #graphicsdev on Bluesky
A scene without Longview featuring a cold pig in the middle of a frozen peak with two waterlogged leaves. The cold pig is visibly jagged and Z-fighting is visible on the waterlogged leaves.

A scene without Longview featuring a cold pig in the middle of a frozen peak with two waterlogged leaves. The cold pig is visibly jagged and Z-fighting is visible on the waterlogged leaves.

A scene with Longview featuring a cold pig in the middle of a frozen peak with two waterlogged leaves. The cold pig has no jaggies and there's no visible Z-fighting whatsoever.

A scene with Longview featuring a cold pig in the middle of a frozen peak with two waterlogged leaves. The cold pig has no jaggies and there's no visible Z-fighting whatsoever.

Hi! I made a mod called Longview that implements reverse-Z in Minecraft, and it's as magical as I expected! Check it out and say goodbye to Z-fighting and jaggies from far away!

mods.cf/1465234
modrinth.com/mod/longview (to be approved by Modrinth)

#minecraft #mcdev #minecraftmodding #graphicsdev

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Dithering finds practical use beyond just screens! It's vital for e-paper displays with limited palettes, print-on-demand services, and even game development, optimizing visuals under various constraints. #GraphicsDev 3/6

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Compared to existing tools like `chafa` or `aalib`, this new technique offers superior quality, especially for pure ASCII-only art. It moves beyond simple character density mapping for more detailed output. #GraphicsDev 3/6

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Screenshot of anisotropic metal material example

Screenshot of anisotropic metal material example

Screenshot of absorption-transmission material example

Screenshot of absorption-transmission material example

Screenshot of mirror-reflective material example

Screenshot of mirror-reflective material example

Screenshot of alpha-masked material example

Screenshot of alpha-masked material example

Just released v0.6 of TinyFFR (my .NET realtime 3D lib), now featuring support for much more material types!

Support for Linux, MacOS, Windows; and integrated with WPF, Avalonia, and WinForms.

tinyffr.dev | github.com/Egodystonic/...

#csharp #dotnet #gamedev #enginedev #graphicsdev

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Before tackling complex APIs, mastering software renderers or ray tracers builds a strong foundation. Understanding how pixels are drawn from scratch demystifies GPU concepts and prepares learners for advanced topics more effectively. #GraphicsDev 4/5

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HN discussed high-fidelity graphics via shaders. The community praised the article but added crucial corrections on APIs, tools, and GPU nuances, enhancing the overall understanding. A great example of collaborative learning! #GraphicsDev 1/6

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Preview
LunarG Achieves Vulkan 1.3 Conformance with KosmicKrisp on Apple Silicon - LunarG KosmicKrisp, LunarG’s Vulkan-to-Metal driver for Apple Silicon, has passed the Vulkan Conformance Test Suite (CTS), a rigorous, Khronos-mandated benchmark of API correctness.

LunarG's KosmicKrisp driver is now a Khronos Vulkan 1.3 Conformant product for Apple M3 Pro!

Say goodbye to portability hacks; hello native Vulkan power for macOS devs, Android emulation, & beyond.

www.lunarg.com/lunarg-achie...
#Vulkan #AppleSilicon #Mesa #GraphicsDev

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Modern video overlays are far more sophisticated. They use separate 'planes' on the graphics card, each configurable in location and size, offering much greater flexibility than the old 'magic color' method. #GraphicsDev 4/6

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Many users praised "The Book of Shaders" for its gentle introduction and interactive examples, making complex shader concepts accessible for beginners. It's considered a great starting point. #graphicsdev 2/6

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Implementation details sparked discussion, particularly gamma correction & sRGB color space handling. The author clarified how the C code accounts for gamma-aware operations, a critical detail for accurate color representation. #GraphicsDev 3/6

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Practical applications were explored, particularly in shader programming. Commenters shared real-world use cases and experiences implementing gradient noise in their projects. #GraphicsDev 4/5

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VLMaterial: Procedural Material Generation with Large Vision-Language Models Procedural materials, represented as functional node graphs, are ubiquitous in computer graphics for photorealistic material appearance design. They allow users to perform intuitive and precise editing to achieve desired visual appearances. However, creating a procedural material given an input image requires professional knowledge and significant effort. In this work, we leverage the ability to convert procedural materials into standard Python programs and fine-tune a large pre-trained vision-language model (VLM) to generate such programs from input images. To enable effective fine-tuning, we also contribute an open-source procedural material dataset and propose to perform program-level augmentation by prompting another pre-trained large language model (LLM). Through extensive evaluation, we show that our method outperforms previous methods on both synthetic and real-world examples.

This is game-changing! AI now converts images to procedural materials in pure Python code. No more manual tweaking. #AI #Python #GraphicsDev https://arxiv.org/abs/2501.18623

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Post image

it all starts with a triangle or a cube, but it’s starting to feel like I’m diving into a rabbit hole! 🌀🚀🎨

#3DRendering #GameDev #RenderEngine #TrianglesAndCubes #DevJourney #IndieDev #RabbitHole #CodeThoughts #GraphicsDev #BlueskyTech #techart

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