Tobias Anderberg
banner
anderberg.bsky.social
Tobias Anderberg
@anderberg.bsky.social
Real-Time Rendering.
Minimalist with too many interests.
"Great progress! The authentication error is gone - we're now getting an "Internal server error" instead".

And thus ends my foray into the lovely world of vibe coding.
September 4, 2025 at 2:53 AM
LLMs are a lot of fun to play with, but I wish they had a mini-map like code editors to serve as a table of contents for your input prompts to quickly navigate long chats. Or, a threaded reply layout like Slack for when things invariably go off the rails.
August 14, 2025 at 1:18 PM
The great thing about an L-shaped desk is that it is really good at relicing your guitar headstock and body. Because no matter how you sit you end up bumping either one.
February 21, 2025 at 7:14 PM
At the beginning of the year, I told myself I would create more than what I buy when it comes to my forays into the world of music. So, naturally, I just bought a new guitar.
January 29, 2025 at 3:08 PM
This is a great read if you are into Differential Geometry.

www.tangramvision.com/blog/the-dec...
The Deceptively Asymmetric Unit Sphere
The deficiencies of the Unit Sphere, and how Lie groups can solve many of these deficiencies
www.tangramvision.com
November 23, 2024 at 12:43 AM
In a world where everything is a "game changer", what is truly ground-breaking?
November 22, 2024 at 7:19 PM
Great breakdown on various anti-aliasing techniques, including an interesting alternative - Analytical Anti-Aliasing.

blog.frost.kiwi/analytical-a...
AAA - Analytical Anti-Aliasing
How to fix jaggies the analytical way with some juicy secrets
blog.frost.kiwi
November 20, 2024 at 5:36 PM
Activision releases one of the Call of Duty maps in OpenUSD format for academic use. #gamedev

blog.activision.com/activision/2...
Activision Releases Call of Duty®: Warzone™ Caldera Data Set for Academic Use
blog.activision.com
August 4, 2024 at 2:05 PM
Khronos released a PBR tone mapper specification for better true-to-life color rendition.

#gamedev #graphicsprogramming

www.khronos.org/news/press/k...
Khronos PBR Neutral Tone Mapper Released for True-to-Life Color Rendering of 3D Products
Today, The Khronos Group has released the Khronos PBR Neutral Tone…
www.khronos.org
May 17, 2024 at 11:22 PM
Vulkan API just got an extension that allows image copies directly from host memory. This has the potential to improve performance for operations like texture streaming, as well as lowering peak memory use. #gamedev

www.khronos.org/blog/copying...
Copying Images on the Host in Vulkan
The Vulkan Working Group has released the VK_EXT_host_image_copy extension, allowing copies to and from images to be done on the host rather than the device. Vulkan already provides functions to copy...
www.khronos.org
August 25, 2023 at 2:53 AM
AMD has published a Vulkan extension for GPU Work Graphs. Can’t wait for vendor standardization. #gamedev
Announcing GPU Work Graphs in Vulkan®
AMD is providing an experimental AMD extension to access GPU Work Graphs in Vulkan. Check out this post for usage examples and resources.
gpuopen.com
July 29, 2023 at 2:30 AM
Some do's and don'ts for DirectX 12 Pipeline State Objects. #gamedev

Advanced API Performance: Pipeline State Objects | NVIDIA Technical Blog
Advanced API Performance: Pipeline State Objects | NVIDIA Technical Blog
Pipeline state objects (PSOs) define how input data is interpreted and rendered by the hardware when submitting work to the GPUs. Proper management of PSOs is essential for optimal usage of system…
developer.nvidia.com
July 25, 2023 at 3:42 AM
After all these years I just realized that it’s called Firmware because it’s in between Software and Hardware.
July 15, 2023 at 5:52 PM
Looks like the Threads app landing page (https://www.threads.net) is based on Three.js and using a single instance draw call for about 6000 spheres, at about 11 million triangles. WebGL is pretty neat. #gamedev #rendering
July 7, 2023 at 6:28 PM
The Metal API is quite nice, but almost feels like cheating. What do you mean I can draw a hello world triangle in less than 1000 lines of code? #gamedev #rendering
July 5, 2023 at 11:56 PM
More details on the D3D12 Work Graphs:

https://devblogs.microsoft.com/directx/d3d12-work-graphs-preview/

While still early it’s a great step forward for compute based rendering, with the potential for reducing complex compute shader chains and serial round-trips to the CPU. #gamedev #rendering
The new DirectX Agility SDK preview introduces a feature for self-submission of GPU tasks; meaning the GPU can submit tasks to itself (using asynchronous compute shaders). Great for GPU-driven rendering with many tasks. #gamedev

https://devblogs.microsoft.com/directx/agility-sdk-1-711/
June 28, 2023 at 2:17 AM
As I'm working with the modern rendering APIs it's not without a certain nostalgia, and fondness, that I remember those two magical lines of code from my childhood:

mov ax, 13h
int 10h

#gamedev #rendering #demoscene
June 24, 2023 at 6:05 PM
The new DirectX Agility SDK preview introduces a feature for self-submission of GPU tasks; meaning the GPU can submit tasks to itself (using asynchronous compute shaders). Great for GPU-driven rendering with many tasks. #gamedev

https://devblogs.microsoft.com/directx/agility-sdk-1-711/
June 23, 2023 at 2:16 PM
Who would like to create a modern version of Sensible Soccer? Ah, the memories! #gamedev
June 21, 2023 at 8:09 PM
Metal-cpp is a great interface for getting up and running quickly with a Metal render backend in C++ based engines. #gamedev

https://developer.apple.com/metal/cpp/
June 18, 2023 at 8:27 PM
SIGGRAPH23 papers are starting to pop up. Always an exciting time! #gamedev

https://kesen.realtimerendering.com/sig2023.html
June 18, 2023 at 2:13 AM
Prediction: spatial computing will replace virtual reality in everyday conversations, much like iPod replaced mp3 player.
June 14, 2023 at 5:42 PM
Apple’s Game Porting Kit DirectX 12-to-Metal translation layer is pretty exciting for bringing DX12 Windows games to macOS. Still wish wish for native Vulkan support though.

https://developer.apple.com/videos/play/wwdc2023/10123/
June 7, 2023 at 8:00 PM