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KTStephano
StratusGFX
C++2023–2023
KTStephano / StratusGFX

StratusGFX

Realtime 3D rendering engine

2Distinct people
5Mentions
0Explicit recommenders
823GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Realtime 3D rendering engine

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by week5 dated mentions

Observed mentions: 2023-03-29 10:21:39 UTC to 2023-07-25 06:57:52 UTC. Weeks start Monday, UTC.

01232023-03-27 00:00:00 UTC to 2023-04-03 00:00:00 UTC (exclusive): 3 mentions; 2 submissions, 1 commentsMar 272023-04-03 00:00:00 UTC to 2023-04-10 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-04-10 00:00:00 UTC to 2023-04-17 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-04-17 00:00:00 UTC to 2023-04-24 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-04-24 00:00:00 UTC to 2023-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-05-01 00:00:00 UTC to 2023-05-08 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-05-08 00:00:00 UTC to 2023-05-15 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-05-15 00:00:00 UTC to 2023-05-22 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-05-22 00:00:00 UTC to 2023-05-29 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsMay 222023-05-29 00:00:00 UTC to 2023-06-05 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-06-05 00:00:00 UTC to 2023-06-12 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-06-12 00:00:00 UTC to 2023-06-19 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-06-19 00:00:00 UTC to 2023-06-26 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-06-26 00:00:00 UTC to 2023-07-03 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-07-03 00:00:00 UTC to 2023-07-10 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-07-10 00:00:00 UTC to 2023-07-17 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-07-17 00:00:00 UTC to 2023-07-24 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2023-07-24 00:00:00 UTC to 2023-07-31 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 commentsJul 24

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Mar 272023-03-27 00:00:00 UTC2023-04-03 00:00:00 UTC321
Apr 32023-04-03 00:00:00 UTC2023-04-10 00:00:00 UTC000
Apr 102023-04-10 00:00:00 UTC2023-04-17 00:00:00 UTC000
Apr 172023-04-17 00:00:00 UTC2023-04-24 00:00:00 UTC000
Apr 242023-04-24 00:00:00 UTC2023-05-01 00:00:00 UTC000
May 12023-05-01 00:00:00 UTC2023-05-08 00:00:00 UTC000
May 82023-05-08 00:00:00 UTC2023-05-15 00:00:00 UTC000
May 152023-05-15 00:00:00 UTC2023-05-22 00:00:00 UTC000
May 222023-05-22 00:00:00 UTC2023-05-29 00:00:00 UTC000
May 292023-05-29 00:00:00 UTC2023-06-05 00:00:00 UTC000
Jun 52023-06-05 00:00:00 UTC2023-06-12 00:00:00 UTC000
Jun 122023-06-12 00:00:00 UTC2023-06-19 00:00:00 UTC000
Jun 192023-06-19 00:00:00 UTC2023-06-26 00:00:00 UTC000
Jun 262023-06-26 00:00:00 UTC2023-07-03 00:00:00 UTC000
Jul 32023-07-03 00:00:00 UTC2023-07-10 00:00:00 UTC000
Jul 102023-07-10 00:00:00 UTC2023-07-17 00:00:00 UTC000
Jul 172023-07-17 00:00:00 UTC2023-07-24 00:00:00 UTC110
Jul 242023-07-24 00:00:00 UTC2023-07-31 00:00:00 UTC110

What Hacker News says

5 sources

Show HN: Realtime Global Illumination on Older Hardware [video]

Hi everyone, A few months ago I posted here on HN about my open source 3D rendering engine. Since then I've been working on the new version which implements additional modern graphics techniques while still running on older GTX 10 series hardware. This includes emission mapping, FXAA+TAA, better mesh LOD generation and selection, but the most difficult one was an overhaul of the global illumination system. The global illumination overhaul was the biggest aspect of the new release. The goal was better visuals than the previous version while maintaining equal performance. I wanted to outline how it works and what I had to do to maintain performance. = How It Works = * Direct lighting: Handled using standard rasterization pipeline with cascaded shadow mapping * 2nd bounce of light: Approximated by a set of virtual point lights * 3rd bounce o
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f light: Not directly simulated but shadows are tapered to prevent harsh cutoff. VPLs can also be placed in open spaces to help spread light where it wouldn't be able to go without a true 3rd bounce. * Adaptive sampling: maximum of 4200 virtual lights per frame are selected. Each pixel computes lighting using between 1 and 10 random samples based on object's distance to camera and whether or not the lighting history was recently discarded for that pixel (recently discarded = temporarily sample more heavily). * Spatial resampling: each pixel can look at a few of its neighbors each frame. If the neighbor is a good fit it will merge that neighbor's samples into its own to increase the effective sample count. * Denoise and temporal accumulation: 2 level wavelet denoiser combined with temporal accumulation to get rid of most noise and stabilize the image even when in motion. = Maintaining Performance = There are a few key ways that this version is able to both look better yet have the same performance as the previous version on the same hardware. 1) Reuse as much data as possible between frames. This is where the temporal accumulation aspect comes into play. 2) VPLs are updated slowly over many frames to prevent any single frame from halting the system. 3) With thousands of VPLs per frame, they can't all be factored in for each pixel. It's too much work. The approach was to instead sample from the set of VPLs randomly, reuse as much data spatially as possible, denoise the result and temporally accumulate 1 second worth of frames. I'm very happy with the results! Roughly the same performance as the previous version but better visuals. GitHub (open sourced under the MPL-2.0 license): https://github.com/KTStephano/StratusGFX Image Showreel: https://ktstephano.github.io/rendering/stratusgfx/feature_re... High-Level Tech Breakdown: https://ktstephano.github.io/rendering/stratusgfx/frame_anal...
1 points · Open discussion

Show HN: StratusGFX – new release of my open sourced 3D rendering engine

Today I was able to release version 0.10 of my open sourced 3D rendering engine. It is the result of a few months worth of work. The previous version was also posted here and received tons of feedback which greatly helped the project! Since then I've been working to add new features and refine existing ones. GitHub: https://github.com/KTStephano/StratusGFX Video showreel: https://www.youtube.com/watch?v=dj0wVxwd1ng The biggest changes for this version include an overhauled global illumination system, FXAA+TAA, and better mesh LOD generation and selection.
2 points · Open discussion
I couldn't find the repo on your page, probably I missed it somewhere while distracted by the lovely screenshots :) https://github.com/KTStephano/StratusGFX BTW I saw you've released it under a fully open license (MPL 2.0). Have you considered that allows any company with a closed source commercial AI bot to scan and include your work in their training data? How do you feel about it? I've been holding back on open sourcing anything recently because I'm undecided on this.
In Show HN: StratusGFX, my open-source real-time 3D rendering engine

Show HN: StratusGFX, my open-source real-time 3D rendering engine

It's been closed source for a long time while I worked on it on and off as a hobby research project, but yesterday the repo was made public for the first time under the MPL 2.0 license. A feature reel showing its capabilities can be found here: https://ktstephano.github.io/rendering/stratusgfx/feature_re... A technical breakdown of a single frame can be found here: https://ktstephano.github.io/rendering/stratusgfx/frame_anal... It's still in a very beta state (bugs and instability expected), but I felt like it was a good time to make it public since a lot of its core features are mostly presentable. I plan to continue working on it in my spare time to try and improve the usability of the code. Two main use cases I could see for it: 1) People using it for educational purposes. 2) People integrating it into other more general purpose engine
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s that they're working on since Stratus is primarily a rendering engine. Any extensions to the rendering code that are made public would then further help others. So I think it will remain very niche but I'm hoping it will still be helpful for people in the future.
483 points · Open discussion

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