Hacker News with Generative AI: Graphics

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.
Psychedelic Graphics 0: Introduction (benpence.com)
Hands-On Graphics Without X11 (blogsystem5.substack.com)
Exploring ways to mipmap alpha-tested textures (lisyarus.github.io)
In my village building game I'm using alpha-tested transparency for foliage — trees, bushes, grass, etc. This works simply by discarding (i.e. not drawing) any pixels having an alpha value of less than 0.5, and keeping the others. This is much cheaper than proper transparency, which requires sorting objects or pixels by distance to camera.
Portals and Quake (30fps.net)
Ever wanted to know how exactly did Quake’s precomputed visibility work? I did, so I wrote vis.py, a reimplementation of their algorithm in Python. This guide has all the information you need to understand vis, the tool used by Quake, Half-Life and Source Engine games.
Spline Distance Fields (zone.dog)
Earlier this year I decided to put my main project Tangerine on hold indefinitely and began prototyping a new renderer in an unfamiliar language using a totally new graphics API with the goal of overcoming all of Tangerine's technical shortcomings.
Labwc: Wlroots-based window-stacking compositor for Wayland, inspired by openbox (labwc.github.io)
Labwc is a wlroots-based window-stacking compositor for wayland, inspired by openbox.
Modern Generic SVGA driver for Windows 3.1 (github.com/PluMGMK)
This is a rewrite of the Windows 3.1 SVGA driver, designed to support ALL available 8-bit, 16-bit, 24-bit or 32-bit graphic modes on any system providing the VESA BIOS Extensions (hence the VBE in the name). It is based on the Video 7 SVGA driver included in the Win16 Driver Development Kit, with most of the hardware-specific code gutted out, and with support added for multi-byte pixels.
One Dog vs. the Windows 3.1 Graphics Stack (wuffs.org)
Wherein I learn too much about VGA hardware and generate some really cool glitch art while I try to fix somebody else's fix for a video driver that's older than I am.
Show HN: WebGPU + TypeScript Slime Mold (github.com/SuboptimalEng)
I made this slime mold simulation to learn more about WebGPU and compute shaders. It's essentially a recreation of Sebastian Lague's coding adventure (albiet with fewer features).
X.org Server Development Hit a Decade High for the Number of Commits in 2024 (phoronix.com)
To much surprise, the X.Org Server Git tree saw the most commits in 2024 going all the way back to 2014... While there were many more commits than in years prior, it's not a sign of resurgence for the X.Org Server with Wayland continuing to become the dominant force on the Linux desktop.
WebGL Fluid Simulation (paveldogreat.github.io)
Try Fluid Simulation app!
Video Games Can't Afford to Look This Good (nytimes.com)
One way to understand the video game industry’s current crisis is by looking closely at Spider-Man’s spandex.
Video Games Can't Afford to Look This Good (nytimes.com)
One way to understand the video game industry’s current crisis is by looking closely at Spider-Man’s spandex.
Wayland Protocols 1.39 Released with Data Control and Workspace Additions (phoronix.com)
Jonas Ådahl of Red Hat just released Wayland Protocols 1.39 as the latest set of updates to this de facto repository for Wayland protocols.
Show HN: WebGPU Tech Demo (gnikoloff.github.io)
This demo requires the modern WebGPU graphics API to run. Seems like your browser does not support it.
Just how deep is Nvidia's CUDA moat really? (theregister.com)
Analysis Nvidia is facing its stiffest competition in years with new accelerators from Intel and AMD that challenge its best chips on memory capacity, performance, and price.
GPU Glossary (modal.com)
Parallel Vector Graphics Rasterization on the CPU (gasiulis.name)
During the last couple of weeks I got some free time and as a fun programming exercise I decided to write a CPU-based, multithreaded vector graphics rasterizer. The goal was to outperform rasterizers of all publicly available vector graphics libraries. And today I’m sharing what I came up with.
How to Code a Shader Based Reveal Effect with React Three Fiber and GLSL (tympanus.net)
After coming across various types of image reveal effects on X created by some peers, I decided to give it a try and create my own. The idea was to practice R3F and shader techniques while making something that could be easily reused in other projects.
High-Fidelity 3D Mesh Generation at Scale with Meshtron – Nvidia Technical Blog (nvidia.com)
Meshes are one of the most important and widely used representations of 3D assets. They are the default standard in the film, design, and gaming industries and they are natively supported by virtually all the 3D softwares and graphics hardwares.