Helmut Garstenauer
@helmut-g.bsky.social
formerly: DigitalRune Engine, Apple (RealityKit, visionOS, Vision Pro) interests: game dev, graphics, physics, .NET, C# @HelmutG@mastodon.gamedev.place
Proud of myself today. What started as a simple infinite-grid shader turned into a month-long journey through rendering, maths, and plenty of frustration—but I finally got it working. I wrote about everything I learned: willofindie.com/proj/infinit... #webgpu #rustlang #glsl #realtimerendering
Infinite Grid Shader
Learning to create an infinite grid procedurally using GLSL shaders. This post contains my notes, lessons and findings, and is intended for personal reference. Therefore, you might find errors, misjud...
willofindie.com
SIGGRAPH 2026 links: blog.selfshadow.com/2026/07/26/s.... I'll continue to add to the list as more things show up online.
SIGGRAPH 2026 Links
blog.selfshadow.com
New AMD graphics research: "Ray Tracing Massive Amounts of Animated Geometry" 🌳 🔺 Tetrahedral cages decouple animation cost from triangle count. ⚡ Enables massive animated scenes in real-time ray tracing. Read more ⬇️ gpuopen.com/learn/ray-tr...
Ray tracing massive amounts of animated geometry using tetrahedral cages - AMD GPUOpen
Animate compact tetrahedral cages and reuse static mini-BLASes to ray-trace hundreds of millions of triangles in real time, dramatically cutting per-frame update and memory costs for dense foliage, gr...
gpuopen.com
Worth watching I3D 2026 Keynote: "Lessons from Digging in Game Dev and Adjacent Trenches" by Naty Hoffman www.youtube.com/watch?v=ISgT...
I3D 2026 Keynote: Naty Hoffman's Keynote - "Lessons from Digging in Game Dev and Adjacent Trenches"
YouTube video by I3D Symposium
youtube.com
We actually get to witness Nvidia open sourcing their Neural Appearance Models in this lifetime. Thanks for finally dropping the guesswork reimplementing all of that. github.com/NVlabs/neura... Their new SIGGRAPH is also out: research.nvidia.com/labs/rtr/pub...
GitHub - NVlabs/neuralappearance
Contribute to NVlabs/neuralappearance development by creating an account on GitHub.
github.com
ICYMI: We released a new library called Spectre.Console.Ansi, which makes writing ANSI a breeze (and much more). With this library, you can also use the markup functionality directly with an old-fashioned System.Console. spectreconsole.net/console/how-...
Spectre.Console Documentation - Write ANSI
How to write ANSI/VT sequences and markup without the Spectre.Console library
spectreconsole.net
We just pushed a new version of esoterica to github. This is the culmination of around 2 years of work. Massive improvements across the board but most notably a brand new and modern DX12 based renderer. If you want to build your own engine, it's a great starting point! github.com/BobbyAnguelo...
Skyboxes now available ✨ totally free for everyone, for anything (CC0, public domain). Includes 5 skies with instructions on how to use them! kenney.nl/assets/skybo... Please share with your friends 🙇♂️
2026 Advances in Real-Time Rendering in Games course line up is here - check it out! advances.realtimerendering.com
Today I'm releasing AotAnywhere, a package which enables cross platform publishing support for dotnet NativeAOT. Before this package you had to use multiple different runners, with AotAnywhere you can publish for all targets from any single host. This is continuing the great work of @migeel.sk
AMD: Ray Tracing Massive Amounts of Animated Geometry dl.acm.org/doi/epdf/10....
Ray Tracing Massive Amounts of Animated Geometry
dl.acm.org
"On July 1, Fenris Creations (formerly CCP) completed the full open source release of its in-house Carbon Engine, the tech behind long-running MMO EVE Online and early access space survival game EVE Frontier. The Carbon Engine's repositories are available now on GitHub."
EVE Online studio Fenris follows through on yearslong promise to make its in-house game engine fully open source
Mad respect.
pcgamer.com
The deadline for GPU Zen 5 proposals is approaching fast! There is no better way to share high-quality insights and help the community grow than through a published book. Submit your proposal today! gpuzen.blogspot.com
GPU Zen
gpuzen.blogspot.com
Our #HPG2026 paper "Memory-Efficient Bounding Volume Hierarchies with Merged Nodes for Hardware Ray Tracing" introduces new ways of constructing BVHs that consistently outperform state-of-the-art BVHs for GPU ray tracing. Project page: graphics.cs.utah.edu/research/pro... @ebrunvand.bsky.social
What To Learn To Be A Real Time graphics Programmer blog.demofox.org/2026/07/01/w... I wrote this up over lunch and it's surprisingly popular so sharing over here too.
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
Announcing Box3D
I’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...
box2d.org
meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt...
A new article: Revisiting Yliluoma’s ordered dither algorithm 30fps.net/pages/revisi... It's a deep dive to a single "color selection algorithm" used for ordered dithering. Nothing groundbreaking but I did uncover a neat simplified version that works OK. It's technical but with visual examples.
At SIGGRAPH 2026, I will present a paper titled "Continuity-Enhancing Degree Elevation and Splits" that can form C2 (or higher) curves from a given C1 curve, because we can only do C1 with Bezier handles. Video: www.youtube.com/watch?v=gzDO... Project Page: graphics.cs.utah.edu/research/pro...
Continuity-Enhancing Degree Elevation and Splits - SIGGRAPH 2026
YouTube video by Cem Yuksel
youtube.com
inspired by @boggo.bsky.social 's fluff which uses atomic-max points scattered by a DoF circle of confusion to do stylised bokeh blur, I tried implementing the awesome recent paper jorisar.nl/gaussian_poi... by @momentsingraphics.bsky.social et al and it works well enough to be fun!
Unreal Engine 6, Blueprint, and Verse, or: Capitalism’s Unmatched Innovative Potential for New and Exciting Hellscapes medium.com/@quiggy/unre...
Unreal Engine 6, Blueprint, and Verse, or: Capitalism’s Unmatched Innovative Potential for New and…
Last week, Epic Games announced version 6 of their flagship Unreal Engine, one of the most popular and widely-used engines for video game…
medium.com
1/6 Excited to share our #SIGGRAPH2026 paper, Dual Contouring of Signed Distance Data! We propose a new method for reconstructing sharp meshes from discrete samples of signed distance functions (SDFs) that does not require gradients. Project page: gatc.cs.columbia.edu/projects/dua...
I am happy to announce that our paper "STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering" will be presented at CGI 2026 in London, and the preprint has been pushed to Arxiv. www.tobias-franke.eu/publications...
First Look at Epic Games Lore VCS - a new article on my blog asawicki.info/news_1803_fi...
First Look at Epic Games Lore VCS
asawicki.info
I'm happy to share my latest blog post. In this post, I document how I implemented forward-mode automatic differentiation in my custom shading language and used it to drive mipmap selection in my offline renderer. agraphicsguynotes.com/posts/proced...
Procedural UV Derivatives Evaluation in SORT Renderer
In this post, I want to talk about a topic I have been meaning to write about for quite a few years: texture UV derivatives evaluation in my offline renderer, SORT (Simple Open Source Ray Tracer), whi...
agraphicsguynotes.com
A new article on my website about a small thing that has bothered me for a long time: Should you normalize RGB values by 255 or 256? 30fps.net/pages/255-vs...
Wikimedia Foundation just fired a long time lead developer of MediaWiki as well as its entire community team for unionizing. If you’re a donor, email donate@wikimedia.org to protest this move. medium.com/@jakeorlowit...
Big Tech’s Anti-Labor Playbook Has Come for Wikipedia
TLDR: In ten days last month, the Wikimedia Foundation fired the longtime lead developer of MediaWiki and disbanded the team whose entire…
medium.com
New article. GPU memory management in AnKi 3D engine with some light statistics across GPU vendors anki3d.org/gpu-memory-m...
GPU memory management in AnKi
AnKi’s GPU memory management system was introduced alongside Vulkan nine years ago, but the transition to GPU-driven rendering and the introduction of a render-graph fundamentally changed the way G…
anki3d.org