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Show HN: PlutoFilter- A single-header, zero-allocation image filter library in C

PlutoFilter PlutoFilter is a single-header, zero-allocation image filter library written in C. It applies fast, chainable image effects without any dynamic memory allocation. Compatible with SVG and CSS filter semantics, it makes it easy to reproduce visual effects consistently across platforms. Installation PlutoFilter is a self-contained, single-header library written in standard C99. It can be used in two modes: header-only or implementation. In header-only mode, simply include the header

CUDA Ray Tracing 2x Faster Than RTX: My CUDA Ray Tracing Journey

Welcome! This article is a deep dive into how I made a CUDA-based ray tracer that outperforms a Vulkan/RTX implementation—sometimes by more than 3x—on the same hardware. If you're interested in GPU programming, performance optimization, or just want to see how far you can push a path tracer, you're in the right place. The comparison is with RayTracingInVulkan by GPSnoopy, a well-known Vulkan/RTX renderer. My goal wasn't just to port Ray Tracing in One Weekend to CUDA, but to squeeze every last

Topics: cuda float memory ray std

Ancient X11 scaling technology

People keep telling me that X11 doesn’t support DPI scaling, or fractional scaling, or multiple monitors, or something. There’s nothing you can do to make it work. I find this surprising. Why doesn’t it work? I figure the best way to find out is try the impossible and see how far we get. I’m just going to draw a two inch circle on the screen. This screen, that screen, any screen, the circle should always be two inches. Perhaps not the most exciting task, but I figure it’s isomorphic to any othe

Painting with Math: A Gentle Study of Raymarching (2023)

Most of my experience writing GLSL so far focused on enhancing pre-existing Three.js/React Three Fiber scenes that contain diverse geometries and materials with effects that wouldn't be achievable without shaders, such as my work with dispersion and particle effects. However, during my studies of shaders, I always found my way to Shadertoy, which contains a multitude of impressive 3D scenes featuring landscapes, clouds, fractals, and so much more, entirely implemented in GLSL. No geometries. No

Painting with Math: A Gentle Study of Raymarching

Most of my experience writing GLSL so far focused on enhancing pre-existing Three.js/React Three Fiber scenes that contain diverse geometries and materials with effects that wouldn't be achievable without shaders, such as my work with dispersion and particle effects. However, during my studies of shaders, I always found my way to Shadertoy, which contains a multitude of impressive 3D scenes featuring landscapes, clouds, fractals, and so much more, entirely implemented in GLSL. No geometries. No

OnePlus tablets are getting one of Android’s best, and one of its worst, productivity features

Ryan Haines / Android Authority TL;DR The latest OxygenOS 15 update brings Google’s Circle to Search and a new floating taskbar to the OnePlus Open and OnePlus Pad 2. Circle to Search allows users to quickly search anything on their screen by tapping, highlighting, or drawing over it. The floating taskbar, while aiming to balance productivity and screen real estate, lacks a quick toggle to switch styles and on tablets, it requires disabling gesture navigation for the fixed version. OnePlus m

Shaping Light – Volumetric Lighting

As I became more familiar with post-processing over the past few months, I was curious to push those newly learned techniques beyond pure stylization to achieve something more functional. I wanted to find new ways to enrich my 3D work which wouldn't be possible without leveraging effects and passes alongside custom shaders. As it turns out, post-processing is great entrypoint to enhance a 3D scene with atmospheric and lighting effects, allowing for more realistic and dramatic visuals. Because t