./jerome{m}

~/tags/graphics · tag · 4 min · updated

#graphics

// 28 pages tagged #graphics · every tag

  • Byte Lab lab · 2026
    See inside any file — a Rust engine compiled to WebAssembly folds its bytes along a Hilbert curve, turns every three in a row into a point in a cube, measures where it looks random and names its parts, from PNG chunks to WebAssembly sections. Nothing is uploaded.
  • Dither Lab lab · 2026
    Any picture or video into dithered pixel art, in the browser — ordered, blue-noise, halftone and error-diffusion dithering, tone ramps and palettes, lights that dither into their own reflections, and animated GIFs written by the engine. Rust compiled to WebAssembly; nothing is uploaded.
  • Intro Lab lab · 2026
    A demoscene intro maker in the browser — a fragment shader driven by the music, a sine scroller, a chiptune played by the Chiptune Lab's Rust synth and every frame dithered by the Dither Lab's engine — exported as a video with its sound or a GIF, and shared whole, shader source and all, in a link.
  • Deus Ex in the Browser — Rebuilding Unreal Engine 1 from the Original Bits experiment · 2026
    The original 2000 Deus Ex running in a browser tab: a JavaScript package reader, a Rust interpreter compiled to WebAssembly, three.js on WebGL2, and the game's own DLLs as the oracle.
  • Ray marching & signed distance fields note
    Notes on ray marching, signed distance functions, and the tricks that make them sing.
  • Marching Cubes note
    The 1987 iso-surface extraction algorithm — how it works, what breaks, and what to reach for when it does.
  • Designing Scalar Fields for Procedural Terrain note
    How to compose height, noise, caves, brushes, and materials into a scalar field that Marching Cubes can sample reliably.
  • Normals for Implicit Surfaces note
    How to recover stable, smooth normals from scalar fields, finite differences, and gradients — including chunk boundaries and transformed spaces.
  • Real-time anti-aliasing — MSAA, FXAA, SMAA, and TAA note
    What each real-time anti-aliasing family samples, what it fixes, and why every choice has a different failure mode.
  • Spatial acceleration structures note
    BVHs, k-d trees, octrees, and uniform grids — how to find things in 3D space without looking at everything.
  • Raym — Interactive Terrain Generation with Marching Cubes experiment · 2025
    A real-time interactive terrain generation and modification system built with C and Raylib, implementing the Marching Cubes algorithm for smooth voxel-based terrain.
  • Compute shaders note
    Using the GPU for general work — workgroups, shared memory, barriers, and the things they're actually good at.
  • Debugging graphics without guessing note
    A capture-first workflow for finding rendering, shader, synchronization, and performance bugs.
  • From Brush Stroke to Mesh — Real-Time Voxel Terrain Editing in C note
    The complete edit loop behind a sculptable Marching Cubes terrain — picking, density updates, dirty chunks, remeshing, and GPU hand-off.
  • GPU-driven visibility for large worlds note
    Keeping scene visibility, LOD selection, and indirect draws on the GPU without losing correctness.
  • Marching Cubes on the GPU — count, scan, emit note
    A practical GPU pipeline for turning a scalar field into variable-length triangle output.
  • OpenGL — learning log note
    Notes and gotchas from using modern core-profile OpenGL.
  • Ray picking through the rendering pipeline note
    Turning a mouse pixel into a reliable world-space ray, then finding the object or field it touches.
  • Raylib 3D rendering note
    Using Raylib for 3D — cameras, meshes, models, shaders, rlgl, and the corners worth knowing about.
  • Seamless Chunked Voxel Terrain note
    The sample ownership, halo, dirty-region, and precision rules that keep Marching Cubes chunks from growing cracks and lighting seams.
  • Transvoxel in Practice note
    A table-driven guide to stitching Marching Cubes terrain across a 2:1 level-of-detail boundary without cracks.
  • Vulkan — learning log note
    Notes on Vulkan — the explicit, verbose, deeply satisfying modern graphics API.
  • Deferred vs forward rendering note
    Where you do the shading decides a surprising amount of the rest of the engine.
  • Dual Contouring note
    Iso-surface extraction that keeps sharp features and plays well with adaptive octrees.
  • Physically Based Rendering note
    The microfacet BRDF, metal/dielectric split, and the practical tricks that make PBR actually tractable.
  • Shadow mapping note
    The depth-texture approach to real-time shadows and the pile of tricks used to hide its artefacts.
  • Sparse Voxel Octrees note
    Compressing voxel worlds with octrees and ray-casting through them directly on the GPU.
  • Voxel rendering techniques note
    A survey of ways to get voxels onto a screen — cubes, iso-surfaces, octree ray-casting, cone tracing.