Tim Gfrerer
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tgfrerer.bsky.social
Tim Gfrerer
@tgfrerer.bsky.social
mostly graphics - independent realtime graphics programmer, designer, artist
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Just Released: Version 0.15 of the Vulkan hot-reloading Island renderer -- Highlights: GPU accelerated 2D curves, interactive rendergraph visualizer, support for Slang shading language; + a new target platform: Raspberry Pi 5...

github.com/tgfrerer/isl...

#slang #shading #rendering #gpu #vulkan
Release v0.15.1-gpu_2d-rendergraph_visualizer · tgfrerer/island
This release brings a GPU-accelerated 2D rendering context, improved modularity in build scripts, support for Raspberry Pi 5, an interactive rendergraph visualizer, and support for a new shader lan...
github.com
Working on bringing #bindless #vulkan to Island -- i think I have found a relatively elegant way to do this step-by-step... Here's a POC shader that switches dynamically between two bindless textures...

It works with Island's rendergraph, and is backwards-compatible. Let's see for how long 🤞
November 14, 2025 at 3:58 PM
All new Island release v.0.15.1 adds a new platform (and CPU architecture): Raspberry Pi5 (arm64). Hot-reloading and callback forwarding works (wrote some arm assembly for that)!

I've added special README #Vulkan 1.3 on RPi5: github.com/tgfrerer/isl...
November 7, 2025 at 9:26 AM
Reposted by Tim Gfrerer
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
Just Released: Version 0.15 of the Vulkan hot-reloading Island renderer -- Highlights: GPU accelerated 2D curves, interactive rendergraph visualizer, support for Slang shading language; + a new target platform: Raspberry Pi 5...

github.com/tgfrerer/isl...

#slang #shading #rendering #gpu #vulkan
Release v0.15.1-gpu_2d-rendergraph_visualizer · tgfrerer/island
This release brings a GPU-accelerated 2D rendering context, improved modularity in build scripts, support for Raspberry Pi 5, an interactive rendergraph visualizer, and support for a new shader lan...
github.com
November 6, 2025 at 3:00 PM
Reposted by Tim Gfrerer
I'm in the verse today talking about reverse engineering the kinect 15 years ago, alongside @theowatson.bsky.social, @memoakten.bsky.social , and @adafruit.com!

Thanks for covering this @geoffreybunting.bsky.social! Lots of fun memories.
November 4, 2025 at 4:47 PM
Working on #shaderslang shader language support for Project Island; It's coming together nicely, and shader error messages with squiggles will be a nice addition...
Oh, and all slang shaders can be hot-reloaded, just like spirv,hlsl, and glsl shaders can be already.
October 29, 2025 at 5:19 PM
Reposted by Tim Gfrerer
Here's a recording of my talk on the role of computers in making art, including so-called "AI", which was presented as the opening keynote of SIGGRAPH 2025, incorporating lessons from the history of computer graphics, photography, modern art, and philosophy of art. www.youtube.com/watch?v=c2YR... 1/
Can Computers Create Art? Lessons from art history
YouTube video by Aaron Hertzmann
www.youtube.com
October 24, 2025 at 3:34 PM
one more ;)
October 23, 2025 at 4:39 PM
Glassy drop study
October 23, 2025 at 3:49 PM
warmth
October 22, 2025 at 9:56 PM
color experiment

#hdr #blob #noai
October 14, 2025 at 6:34 PM
glossy blob study (blue) — Realtime, 240hz

#handmade #noai #abstract
October 10, 2025 at 5:30 PM
Glassy blob study (yellow). Realtime, 240hz

#realtimerendering #handmade
October 9, 2025 at 11:45 AM
Liquid blob study (animated)
October 8, 2025 at 1:43 PM
Glassy blob study (happy)
October 7, 2025 at 4:08 PM
Liquid blob study
October 7, 2025 at 2:01 PM
Soft liquid study (realtime, 240hz)
October 7, 2025 at 1:59 PM
Debug View Art (showing Island's GPU 2d rasterizer at work)
October 2, 2025 at 4:29 PM
Island can now visualizing the rendergraph for anything that it's rendering - even 2d GPU rasterized scenes (the visualizer is 2d GPU rasterized itself)...
Note yellow for compute, green for graphics, blue for transfer passes...

#handmade #vulkan
October 2, 2025 at 4:20 PM
Reposted by Tim Gfrerer
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
September 30, 2025 at 5:40 PM
Rendergraph Visualizer update:
- lots of visual tweaks
- replay of recorded graphs
- interactive controls to place diagram on screen
- auto-zoom and centre
This is the very first frame of Island's Compute Example visualized: blue is a transfer pass, yellow a compute pass, and green is graphics...
September 30, 2025 at 5:10 PM
Pareidolia of the day
September 28, 2025 at 8:22 AM
Spent a good little while auto-de-spaghettifying graph visualisation... 🍝 I think i have a an approach that seems to be working (image 3); image 1 and 2 are failed attempts.

If i can't find a matching port on the neighbour card, i require an extra lane on top. I do that for all connections ...
September 26, 2025 at 4:14 PM
I'm adding some basic path routing to the Island rendergraph visualizer; This way, it becomes more obvious how resources flow through the graph... (left: with newly added routing | right no routing)

#handmade #vulkan #island
September 25, 2025 at 3:33 PM
How did i get to MOUSE SPACE?

When dealing with matrices and affine transforms of all kind, i find it helps my intuition tremendously, if i name all transforms as SpaceOrigin-To-SpaceDestination.

Another favourite: Naming spaces with what is *at their origin*: ViewSpace, ScreenSpace, 🐭Space
September 23, 2025 at 10:10 AM