Tuan Kuranes
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Tuan Kuranes
@tuankuranes.bsky.social
cpu, gpu @sketchfab @fab @epicgames
Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
Reposted by Tuan Kuranes
I just posted part two of my career retrospective during which time I work at four different companies, blog, and then retire:
randomascii.wordpress.com/2025/11/10/r...
November 11, 2025 at 6:32 AM
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Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...
November 11, 2025 at 4:06 PM
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(Copying from Mastodon, not my post: mastodon.gamedev.place/@fenarinarsa...

“Did you know that from 1991 to 1995, more than 200 demos were featured on national French TV in the show named "Micro Kid's"?

Here's an anthology!”

peertube.fenarinarsa.com/w/24nDZWh5Er...
Gamedev Mastodon
mastodon.gamedev.place
November 10, 2025 at 11:42 AM
Reposted by Tuan Kuranes
My level editor for Unreal Engine called Scythe just got a new major update! Here's what's in it: 🧵 (1/)
November 8, 2025 at 6:53 PM
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Bonus post to end the week: If you are a graphics programmer do yourself a favor and get a MIDI board. It makes the work way more tactile and fun. Full props to Matt and @aaronmjacobs.com for getting me on the MIDI train. :)
November 7, 2025 at 10:43 PM
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New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
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RGB rendering is founded on lies and perpetuated by misconceptions about the practicality of spectral rendering. My new blog post series describes a spectral GPU path tracer. Part 1 focuses on how to make it work with existing RGB assets.
momentsingraphics.de/SpectralRend...
November 6, 2025 at 6:46 PM
Reposted by Tuan Kuranes
Many years ago I threw together a simple command-line tool, SDFGen, to compute an approximate, grid-based signed distance field from triangle meshes, wrapping some code my PhD supervisor had originally written.
I was contacted today by someone who heavily rewrote it for GPU support, and cleaned […]
Original post on mastodon.acm.org
mastodon.acm.org
November 6, 2025 at 7:36 PM
Reposted by Tuan Kuranes
Gigi Version 1.01.5 Released
github.com/electronicar...

The big items:
* Indirect Draw (GPU driven rasterization)
* AMD FFX Upscaling /Frame Generation
* Variable aliases for shaders (~push constants)

If you want to play around with the FSR stuff, there's a "AMD FSR" technique in the Gigi Browser.
November 6, 2025 at 8:59 PM
Reposted by Tuan Kuranes
Demo of bilinear interpolation of SDF samples:

- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.

- Circles are drawn around samples to show distance magnitude.

- Intermediate bilinear interp samples / segments are drawn.

1/
November 5, 2025 at 10:25 PM
Reposted by Tuan Kuranes
The experiments with surflets and voxels yielded some cool results, but it became quite obvious that distance fields were the way to go to represent the surface of morph objects (as I alluded to previously). This allowed us to implement some visually neat effects like this twist transition.
November 5, 2025 at 4:41 PM
Reposted by Tuan Kuranes
RenderDoc v1.41 is now available! It adds threaded support for shader debugging, enabling debugging of shaders that use subgroup/wave operations and simulating all threads in a compute group.

Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
Release Version v1.41 · baldurk/renderdoc
Version v1.41 This release includes new threaded support for the shader debugger on all supported APIs (D3D11, D3D12, Vulkan). More details are found below, and please report any problems encounter...
github.com
November 5, 2025 at 5:13 PM
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Graphics Programming weekly - Issue 415 - November 2nd, 2025 www.jendrikillner.com/post/graphic...
November 4, 2025 at 2:55 PM
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I gave a talk at Pacific Graphics 2025 on the topic of "Classical Computer Graphics in the Age of Generative AI". I've uploaded the recording to Youtube today.
www.youtube.com/watch?v=Vyci...
"Classical Computer Graphics in the Age of Generative AI", Pacific Graphics 2025 Keynote, Tzu-Mao Li
YouTube video by Tzu-Mao Li
www.youtube.com
October 30, 2025 at 7:53 PM
Reposted by Tuan Kuranes
This is your chance to join a group of graphics programmers :-)
🔔 We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!

🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: wolf@theforge.dev

#GraphicsProgramming #Intern #GameDevCareers #OpenRole
October 30, 2025 at 8:06 PM
Reposted by Tuan Kuranes
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
October 30, 2025 at 1:24 PM
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A couple barriers to C development are lack of a fast sorting library and a fast hash set and map. I've found these two libraries to be excellent at providing those. They are macro based, but I think the trade-off is worth it. Both work with C99.
github.com/svpv/qsort
github.com/JacksonAllan...
October 1, 2025 at 4:24 PM
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Old article I wrote about these missiles back in the day: blog.littlepolygon.com/posts/missile/
October 25, 2025 at 5:56 PM
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A new article: Why CIELAB doesn’t improve median cut

It's a common misconception that CIELAB will instantly improve palettes produced by the median cut algorithm. Unfortunately it's not that simple.

📜 30fps.net/pages/median...

It gets pretty technical but I added some context to the intro.
October 24, 2025 at 12:50 PM
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🎄 Introducing our paper A Generalizable Light Transport 3D Embedding for Global Illumination lnkd.in/gQUMSAyV .
🙈 Just as Transformers learn long-range relationships between words or pixels, our new paper shows they can also learn how light interacts and bounces around a 3D scene.
October 23, 2025 at 3:27 AM
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So, I made a hair shader that doesn't require any specially made meshes or textures.

Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.

github.com/runevision/H...
October 23, 2025 at 7:58 AM
Reposted by Tuan Kuranes
"Return of the Obra Dinn" is seven years old this week.

For this not-particularly-special anniversary, here's a re-cammed and narrated timelapse of (nearly) all character creation, object modeling, scene posing, and general 3D work for Obra Dinn from 2015 to 2018:

youtu.be/90vqCKEEj3s
Return of the Obra Dinn - Narrated Modeling Mega Timelapse
YouTube video by Lucas Pope
youtu.be
October 21, 2025 at 5:01 PM
Reposted by Tuan Kuranes
ReGIR - An advanced implementation for many-lights offline rendering tomclabault.github.io/blog/2025/re...
ReGIR - An advanced implementation for many-lights offline rendering | Tom Clabault
Tom Clabault's website
tomclabault.github.io
October 20, 2025 at 7:30 PM
Reposted by Tuan Kuranes
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
October 20, 2025 at 1:13 PM