[HN Gopher] Graphics Programming Resources
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Graphics Programming Resources
Author : abetusk
Score : 177 points
Date : 2026-03-04 02:23 UTC (20 hours ago)
(HTM) web link (develop--gpvm-website.netlify.app)
(TXT) w3m dump (develop--gpvm-website.netlify.app)
| brcmthrowaway wrote:
| Nothing on volumetrics.
| longor1996 wrote:
| Well, do I ever have a treat for ya!
|
| https://voxel.wiki/wiki/references/
| Boxxed wrote:
| Ok
| lesleylai wrote:
| I don't know who posted it here. But this is not merged to the
| main website (it's on the "develop" branch), and a lot of
| resources have not been added. I am still working on it.
|
| Created an account just to say this
| mananaysiempre wrote:
| The link just below the title indicates it was submitted by
| 'abetusk (https://news.ycombinator.com/user?id=abetusk).
| abetusk wrote:
| It was me. I saw your post from over at lobste.rs "what are you
| doing this week" [0]. I've had the tab open for a couple days
| and I thought people over here at HN would like it (and I was
| right).
|
| Anyway, thanks for the resource. I'm sure people would be
| interested in the parent page, "Graphics Programming Virtual
| Meetup" as well:
|
| https://gpvm-website.netlify.app/
|
| [0] https://lobste.rs/s/dppelv/what_are_you_doing_this_week
| Surac wrote:
| I had hoped for some more basic stuff. I struggle for 2 months
| now to implement a fast line draw with width for a embeed cpu. It
| only has a framebuffer no gpu
| abetusk wrote:
| https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
| pjmlp wrote:
| The bible of graphics programming, everything with software
| rendering,
|
| "Computer Graphics: Principles and Practice"
|
| https://www.informit.com/store/computer-graphics-principles-...
|
| Yeah, it is a steep price as many academia books, maybe you can
| find it on a library nearby, as its first edition was in 1982.
| jplusequalt wrote:
| This book is quite old. I would argue that Realtime Rendering
| 4th edition is the better book. Bonus points if you pair it
| with some online resources to get a deeper understanding of
| the topics (but the textbook contains follow up material for
| all discussed topics).
| xyzsparetimexyz wrote:
| Fast, thick lines, no gpu
|
| Choose 2
| socalgal2 wrote:
| It's non-trival though not that hard. Have you asked an LLM?
|
| It depends on your needs
|
| * You can compute a rectangle by expanding a line purpendicular
| to its direction
|
| The problem with this is you'll get gaps between 2 lines if
| they are supposed to be connected. You can solve that by trying
| to connect the corners if the rectangles. Once you do this
| though you're no longer drawing rectangles. You might have to
| make a simple triangle rasterizer. Or a scanline rasterizer
|
| * You can "drag a brush". You compute a single line, then at
| each pixel, draw a sprite/circle/rectangle around that pixel.
| That's slow because you'll draw every pixel more than once but
| it will work and might be fast enough
|
| This has the issue with the ends will be different unless your
| brush is round. If that's ok then it works.
|
| All of these are something you can ask Gemini, ChatGPT, Claude,
| and they'll spit out an exmaple in the language of your choice.
| PacificSpecific wrote:
| Those are bad answers. Really bad.
| jungojango wrote:
| I've used this one:
|
| https://gist.github.com/ArminJo/8dc4e61847a693e99bdde919cc70...
| gmiller123456 wrote:
| "Basic" is a relative term. Modern graphics GPUs do not work
| the same way memory mapped graphics do, and working with them
| is different at a fundamental level.
|
| You are probably better off searching for old graphics
| programming books from the 90s. The code they have likely won't
| work, the the algorithms should be what you're looking for, and
| shouldn't be hard to adapt.
| jplusequalt wrote:
| Great resources abound. However, learning graphics programming is
| hard and requires a deep understanding of both the algorithms and
| the APIs to do anything non-trivial.
|
| Sadly, there are fewer people than ever on HN who care about
| deeply understanding either of these in the age of agents.
| fireant wrote:
| As someone who's learned Vulkan to a fairly deep level over the
| last two years I've found learning with LLMs invaluable,
| especially for explaining concepts and the whys behind things.
|
| That said debugging graphics bugs has to be some of the hardest
| things you can do as they generally manifest as driver crash
| followed by VK_DEVICE_LOST error. Vibe debugging these inside a
| 60k vibecoded rust renderer is... just not possible.
|
| Agents can get you the initial boilerplate for setting up most
| of the resources, but are completely clueless about subtle
| issues with synchronization, transitions, formats and so on.
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