Hacker News with Generative AI: Graphics

Next-Gen GPU Programming: Hands-On with Mojo and Max Modular HQ (youtube.com)
Abusing DuckDB-WASM by making SQL draw 3D graphics (Sort Of) (hey.earth)
I had this slightly crazy idea: Could I ditch most of the conventional JavaScript game loop and rendering logic and build a 3D game engine where SQL queries did the heavy lifting?
Lena: A compact, handmade framework for making tiny games with palette graphics (github.com/lichendust)
Lena is a compact, handmade framework for making tiny games with palette graphics. It's software-rendered, cross-platform and provides artistic constraints that challenge your creativity without limiting your game's size and scope.
Designing Node-Based Interfaces (2021) (wilkinson.graphics)
Multipaint: Draw pictures with color limitations of 8-bit and 16-bit platforms (kameli.net)
With Multipaint, you can draw pictures with the color limitations of some typical 8-bit and 16-bit computer platforms.
RDNA 4's Raytracing Improvements (chipsandcheese.com)
Raytraced effects have gained increasing adoption in AAA titles, adding an extra graphics quality tier beyond traditional “ultra” settings.
Shadertoys Ported to Rust GPU (rust-gpu.github.io)
We ported a few popular Shadertoy shaders over to Rust using Rust GPU. The process was straightforward and we want to share some highlights.
Shadertoys Ported to Rust GPU (rust-gpu.github.io)
We ported a few popular Shadertoy shaders over to Rust using Rust GPU. The process was straightforward and we want to share some highlights.
Investigating MacPaint's Source Code (ztoz.blog)
MacPaint is a monochromatic raster image painting program that introduced many people to mouse-driven controls, tool palettes, and copy and paste integration with other applications.
Measuring Acceleration Structures (zeux.io)
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH” or “BLAS”. Unlike geometry representation for rasterization, rendering engines can not customize the data layout; unlike texture formats, the layout is not standardized across vendors.
Technicalities of Homeworld 2 Backgrounds (simonschreibt.de)
Gnome / mutter triple buffering patch merged (gnome.org)
Making sure you're not a bot!
3dfx: So powerful, it's kind of ridiculous (2023) (abortretry.fail)
In 1988, Silicon Graphics made a series of workstation computers that were based upon two pieces of technology: the MIPS CPU and the IRIS graphics system.
GraphicsMagick needs some additional productive volunteers (graphicsmagick.org)
GraphicsMagick needs some additional productive volunteers. For several years now, the burden has entirely been on me (Bob Friesenhahn). I have been sheparding the project for 23 years already (and contributed to ImageMagick and GraphicsMagick combined for 29 years already). Volunteers are needed to add/improve new/existing file format support, and to assure correct operation on all targets.
WebGPU Fluid Simulations: High Performance and Real-Time Rendering (tympanus.net)
When Matsuoka’s WebGPU-powered water simulations started making waves on X, they amazed developers and graphics enthusiasts alike with their breathtaking realism and incredible performance.
Unigraphics, 1974–2001 (computer.org)
RT64: N64 graphics renderer in emulators and native ports (github.com/rt64)
RT64 is an N64 graphics renderer for playing games with enhancements in emulators and native ports.
Tetris in PostScript (github.com/nst)
A Tetris implementation in PostScript
Surface-Stable Fractal Dither on Playdate (aras-p.info)
Rune Skovbo Johansen has a really sweet Surface-Stable Fractal Dithering technique, where the dither dots “stick” to 3D surfaces, yet the dot density adapts to the view distance and zoom level.
Show HN: Live webcam metal pin toy simulation powered by WebGPU depth estimation (vncntt.github.io)
Using Depth Anything V2 + metal pin simulation
500K Open-Licensed SVG Icons (svgrepo.com)
TinyX: Small Featured X Server (github.com/tinycorelinux)
We resurrected Xvesa from the depths of git history, and intend to maintain it with Xfbdev.
A Brief History of ColorSync (eclecticlight.co)
To ensure that output best matches expectations, it’s necessary to adjust colours to a device colour profile using a colour management system.
Post-Processing Shaders as a Creative Medium (maximeheckel.com)
Spending the better part of 2024 learning new shader techniques and concepts through the lens of post-processing has been the spark I needed to come up with ever more intricate, detailed, and ambitious creative work.
Chinese algorithm claimed to boost Nvidia GPU performance by up to 800X (tomshardware.com)
Large Collection of Interactive(WASM) Creative Coding Demos C99 OpenGL/WebGL (jaysmito101.github.io)
More examples can be found in the GitHub repository that haven't been ported to WebAssembly yet.
Show HN: 1M+ animated GPU sprites in JavaScript (phaser.io)
Based purely on the title this may sound like another beta of Phaser v4, but under the hood this is a truly exciting release! Yes, Beta 5 mostly focuses on fixing issues that surfaced in Beta 4, but it also introduces the final piece of the Phaser Beam jigsaw: The brand new Sprite GPU Layer Game Object.
Shadow of the Beast (1989) Graphics Deep Dive [video] (youtube.com)
The Graphics Codex (graphicscodex.com)
Surface-Stable Fractal Dithering (github.com/runevision)
Surface-Stable Fractal Dithering is a novel form of dithering invented by Rune Skovbo Johansen for use on surfaces in 3D scenes.