# Graphics

Graphics is a computing discipline concerned with generating, displaying, and analyzing visual representations using computational systems.

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## Ubuntu 26.10 Snapshot 4 ISOs Published

DevFeed: [Ubuntu 26.10 Snapshot 4 ISOs Published](<https://devfeed.tech/articles/ubuntu-26-10-snapshot-4-isos-published-41407.md>)

Original publisher: [Read original article](<https://www.phoronix.com/news/Ubuntu-26.10-Snapshot-4>)

Author: Michael Larabel

Published: 2026-09-17T15:54:15Z

Content type: release

Language: en

Sources: [Phoronix](<https://devfeed.tech/sources/phoronix.md>)

Topics: [Ubuntu](<https://devfeed.tech/topics/ubuntu.md>), [Linux](<https://devfeed.tech/topics/linux.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Automation](<https://devfeed.tech/topics/automation.md>), [Rust](<https://devfeed.tech/topics/rust.md>)

Tags: [beta](<https://devfeed.tech/tags/beta.md>), [canonical](<https://devfeed.tech/tags/canonical.md>), [desktop-linux](<https://devfeed.tech/tags/desktop-linux.md>), [gnome-51](<https://devfeed.tech/tags/gnome-51.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [linux](<https://devfeed.tech/tags/linux.md>), [linux-benchmarking](<https://devfeed.tech/tags/linux-benchmarking.md>), [linux-hardware-benchmarks](<https://devfeed.tech/tags/linux-hardware-benchmarks.md>), [linux-hardware-reviews](<https://devfeed.tech/tags/linux-hardware-reviews.md>), [linux-how-to](<https://devfeed.tech/tags/linux-how-to.md>), [linux-performance](<https://devfeed.tech/tags/linux-performance.md>), [linux-server-benchmarks](<https://devfeed.tech/tags/linux-server-benchmarks.md>), [open-source-graphics](<https://devfeed.tech/tags/open-source-graphics.md>), [phoronix](<https://devfeed.tech/tags/phoronix.md>), [phoronix-test-suite](<https://devfeed.tech/tags/phoronix-test-suite.md>), [release](<https://devfeed.tech/tags/release.md>), [rust](<https://devfeed.tech/tags/rust.md>), [snapshot](<https://devfeed.tech/tags/snapshot.md>), [testing](<https://devfeed.tech/tags/testing.md>), [ubuntu](<https://devfeed.tech/tags/ubuntu.md>), [ubuntu-benchmarks](<https://devfeed.tech/tags/ubuntu-benchmarks.md>), [ubuntu-hardware](<https://devfeed.tech/tags/ubuntu-hardware.md>)

### AI overview

Ubuntu 26.10 Snapshot 4 ISOs have been published for testing. The snapshot includes Linux 7.2, GNOME 51, Mesa 26.2 graphics drivers, updates over Ubuntu 26.04 LTS, and completed transition to Rust Coreutils. Ubuntu 26.10 beta is scheduled for 24 September, with stable release planned for 15 October.

### Source excerpt

The fourth monthly-ish snapshot of Ubuntu 26.10 "Stonking Stingray" is now available for testing and comes ahead of next week's Ubuntu 26.10 beta milestone...

## Proposal Raised To Finally Standardize Video Memory Stats Reporting Under Linux

DevFeed: [Proposal Raised To Finally Standardize Video Memory Stats Reporting Under Linux](<https://devfeed.tech/articles/proposal-raised-to-finally-standardize-video-memory-stats-reporting-under-linux-41403.md>)

Original publisher: [Read original article](<https://www.phoronix.com/news/Linux-Standardize-vRAM-Stats>)

Author: Michael Larabel

Published: 2026-09-17T15:17:24Z

Content type: news

Language: en

Sources: [Phoronix](<https://devfeed.tech/sources/phoronix.md>)

Topics: [Linux Kernel](<https://devfeed.tech/topics/linux-kernel.md>), [Linux](<https://devfeed.tech/topics/linux.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>)

Tags: [desktop-linux](<https://devfeed.tech/tags/desktop-linux.md>), [drm](<https://devfeed.tech/tags/drm.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [igalia](<https://devfeed.tech/tags/igalia.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [linux](<https://devfeed.tech/tags/linux.md>), [linux-benchmarking](<https://devfeed.tech/tags/linux-benchmarking.md>), [linux-hardware-benchmarks](<https://devfeed.tech/tags/linux-hardware-benchmarks.md>), [linux-hardware-reviews](<https://devfeed.tech/tags/linux-hardware-reviews.md>), [linux-how-to](<https://devfeed.tech/tags/linux-how-to.md>), [linux-performance](<https://devfeed.tech/tags/linux-performance.md>), [linux-server-benchmarks](<https://devfeed.tech/tags/linux-server-benchmarks.md>), [open-source-graphics](<https://devfeed.tech/tags/open-source-graphics.md>), [phoronix](<https://devfeed.tech/tags/phoronix.md>), [phoronix-test-suite](<https://devfeed.tech/tags/phoronix-test-suite.md>), [rfc](<https://devfeed.tech/tags/rfc.md>), [ubuntu-benchmarks](<https://devfeed.tech/tags/ubuntu-benchmarks.md>), [ubuntu-hardware](<https://devfeed.tech/tags/ubuntu-hardware.md>), [vram](<https://devfeed.tech/tags/vram.md>)

### AI overview

A proposal led by Tvrtko Ursulin of Igalia would standardize cross-vendor video memory statistics reporting for Linux DRM drivers. The proposed sysfs interface would expose total and used memory for regions such as vRAM and GTT, with an AMDGPU implementation included for discussion.

### Source excerpt

The idea has been talked about before but in 2026 still hasn't made it to the mainline Linux kernel.... Standardized reporting of video memory statistics that would work across different vendors / kernel graphics drivers. A new proposal was raised today in an effort to get a standardized interface established...

## How tetrahedral cages significantly reduce BVH memory usage

DevFeed: [How tetrahedral cages significantly reduce BVH memory usage](<https://devfeed.tech/articles/how-tetrahedral-cages-significantly-reduce-bvh-memory-usage-41419.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/how-tetrahedral-cages-significantly-reduce-bvh-memory-usage/>)

Author: Holger Gruen

Published: 2026-09-17T13:00:00Z

Content type: tutorial

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [GPU](<https://devfeed.tech/topics/gpu.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Simulation and Design](<https://devfeed.tech/topics/simulation-and-design.md>)

Tags: [animation](<https://devfeed.tech/tags/animation.md>), [article-release](<https://devfeed.tech/tags/article-release.md>), [directx](<https://devfeed.tech/tags/directx.md>), [fps](<https://devfeed.tech/tags/fps.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [graphics-apis](<https://devfeed.tech/tags/graphics-apis.md>), [memory](<https://devfeed.tech/tags/memory.md>), [microsoft-directx](<https://devfeed.tech/tags/microsoft-directx.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [performance](<https://devfeed.tech/tags/performance.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [reduction](<https://devfeed.tech/tags/reduction.md>), [research](<https://devfeed.tech/tags/research.md>), [technical-article](<https://devfeed.tech/tags/technical-article.md>), [technical-articles](<https://devfeed.tech/tags/technical-articles.md>), [white-paper](<https://devfeed.tech/tags/white-paper.md>)

### AI overview

This article explains how tetrahedral cages reduce BVH memory usage and update costs when ray tracing independently animated geometry. In an AMD sample with animated plants, the technique uses about 1.7 GB of BVH memory and approximately 3.3 ms for BVH updates per frame, compared with up to 80 GB and more than 300 ms for conventional dense triangle BLAS updates on a Radeon RX 9070 XT GPU.

### Source excerpt

The AMD tetrahedral cage technique ray traces 25,000 independently animated plants at 60+ FPS while slashing BVH memory and update costs for massive dynamic scenes.

## TanStack Charts Introduced with a Framework Agnostic Grammar of Graphics for TypeScript

DevFeed: [TanStack Charts Introduced with a Framework Agnostic Grammar of Graphics for TypeScript](<https://devfeed.tech/articles/tanstack-charts-introduced-with-a-framework-agnostic-grammar-of-graphics-for-typescript-41299.md>)

Original publisher: [Read original article](<https://www.infoq.com/news/2026/09/tanstack-charts-alpha-introduced/>)

Author: Daniel Curtis

Published: 2026-09-17T05:53:00Z

Content type: news

Language: en

Sources: [InfoQ](<https://devfeed.tech/sources/infoq.md>)

Topics: [Library](<https://devfeed.tech/topics/library.md>), [TypeScript](<https://devfeed.tech/topics/typescript.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Frameworks](<https://devfeed.tech/topics/frameworks.md>), [React](<https://devfeed.tech/topics/react.md>)

Tags: [angular](<https://devfeed.tech/tags/angular.md>), [data-visualization](<https://devfeed.tech/tags/data-visualization.md>), [development](<https://devfeed.tech/tags/development.md>), [framework](<https://devfeed.tech/tags/framework.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [introduced](<https://devfeed.tech/tags/introduced.md>), [library](<https://devfeed.tech/tags/library.md>), [news](<https://devfeed.tech/tags/news.md>), [react](<https://devfeed.tech/tags/react.md>), [react-native](<https://devfeed.tech/tags/react-native.md>), [tanstack-charts-alpha-introduced](<https://devfeed.tech/tags/tanstack-charts-alpha-introduced.md>), [typescript](<https://devfeed.tech/tags/typescript.md>), [visualization](<https://devfeed.tech/tags/visualization.md>), [vue-js](<https://devfeed.tech/tags/vue-js.md>), [web-development](<https://devfeed.tech/tags/web-development.md>)

### AI overview

TanStack Charts is a new framework-agnostic TypeScript visualization library that uses a grammar-of-graphics approach instead of fixed chart types. It is in Alpha, has about 160,000 weekly downloads, and supports multiple frameworks and environments, though it is not yet stable for production use.

### Source excerpt

TanStack Charts is a new, framework-agnostic visualization library for TypeScript. It allows developers to create visualizations by composing various elements instead of using fixed chart types. Currently in Alpha, it has about 160,000 weekly downloads. The library supports multiple frameworks and is designed for a variety of environments, though it is not yet stable for production use. By Daniel Curtis

## Libreboot 20140711 release

DevFeed: [Libreboot 20140711 release](<https://devfeed.tech/articles/libreboot-20140711-release-32688.md>)

Original publisher: [Read original article](<https://libreboot.org/news/libreboot20140711.html>)

Author: Leah Rowe

Published: 2026-09-17T04:32:50.666044Z

Content type: release

Language: en

Sources: [News about Libreboot releases and development](<https://devfeed.tech/sources/news-about-libreboot-releases-and-development.md>)

Topics: [libreboot](<https://devfeed.tech/topics/libreboot.md>), [coreboot](<https://devfeed.tech/topics/coreboot.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [patches](<https://devfeed.tech/topics/patches.md>), [Documentation](<https://devfeed.tech/topics/documentation.md>)

Tags: [article](<https://devfeed.tech/tags/article.md>), [bios](<https://devfeed.tech/tags/bios.md>), [canoeboot](<https://devfeed.tech/tags/canoeboot.md>), [coreboot](<https://devfeed.tech/tags/coreboot.md>), [firmware](<https://devfeed.tech/tags/firmware.md>), [free-software](<https://devfeed.tech/tags/free-software.md>), [libre](<https://devfeed.tech/tags/libre.md>), [libreboot](<https://devfeed.tech/tags/libreboot.md>), [opensource](<https://devfeed.tech/tags/opensource.md>), [patches](<https://devfeed.tech/tags/patches.md>), [release](<https://devfeed.tech/tags/release.md>), [uefi](<https://devfeed.tech/tags/uefi.md>)

### AI overview

The Libreboot 20140711 beta release updates its coreboot base, removes blobs, adds support for the T60 and MacBook2,1, introduces native graphics for supported laptops, and includes build, documentation, backlight, LCD-panel, and 3D-fix changes.

### Source excerpt

Article: Libreboot 20140711 release Web link: https://libreboot.org/news/libreboot20140711.html

## Photoshop Elements 2027 Adds Generative Expand, AI Upscaling and a Beta AI Assistant

DevFeed: [Photoshop Elements 2027 Adds Generative Expand, AI Upscaling and a Beta AI Assistant](<https://devfeed.tech/articles/adobe-is-turning-photoshop-elements-into-a-much-smarter-photoshop-lite-31386.md>)

Original publisher: [Read original article](<https://webdesignerdepot.com/adobe-is-turning-photoshop-elements-into-a-much-smarter-photoshop-lite/>)

Author: Alex Harper

Published: 2026-09-16T14:26:34Z

Content type: article

Language: en

Sources: [Web Designer Depot](<https://devfeed.tech/sources/web-designer-depot.md>)

Topics: [Artificial Intelligence](<https://devfeed.tech/topics/ai.md>), [Generative AI](<https://devfeed.tech/topics/generative-ai.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>)

Tags: [adobe](<https://devfeed.tech/tags/adobe.md>), [adobe-elements](<https://devfeed.tech/tags/adobe-elements.md>), [adobe-firefly](<https://devfeed.tech/tags/adobe-firefly.md>), [adobe-photoshop](<https://devfeed.tech/tags/adobe-photoshop.md>), [ai](<https://devfeed.tech/tags/ai.md>), [ai-assistant](<https://devfeed.tech/tags/ai-assistant.md>), [ai-image-editing](<https://devfeed.tech/tags/ai-image-editing.md>), [ai-tools](<https://devfeed.tech/tags/ai-tools.md>), [artificial-intelligence](<https://devfeed.tech/tags/artificial-intelligence.md>), [beta](<https://devfeed.tech/tags/beta.md>), [creative-tools](<https://devfeed.tech/tags/creative-tools.md>), [design-tools](<https://devfeed.tech/tags/design-tools.md>), [generative](<https://devfeed.tech/tags/generative.md>), [generative-ai](<https://devfeed.tech/tags/generative-ai.md>), [generative-expand](<https://devfeed.tech/tags/generative-expand.md>), [generative-upscale](<https://devfeed.tech/tags/generative-upscale.md>), [graphic-design](<https://devfeed.tech/tags/graphic-design.md>), [image-editing](<https://devfeed.tech/tags/image-editing.md>), [photo-editing](<https://devfeed.tech/tags/photo-editing.md>), [photoshop-elements](<https://devfeed.tech/tags/photoshop-elements.md>), [photoshop-elements-2027](<https://devfeed.tech/tags/photoshop-elements-2027.md>), [premiere-elements](<https://devfeed.tech/tags/premiere-elements.md>), [visual-ui-design](<https://devfeed.tech/tags/visual-ui-design.md>), [web-design](<https://devfeed.tech/tags/web-design.md>)

### AI overview

Adobe's Photoshop Elements 2027 update adds Generative Expand, Generative Upscale and a beta AI Assistant, along with photo organization features and a 25-credit monthly limit for generative features.

### Source excerpt

Photoshop Elements is getting a serious AI upgrade, with Generative Expand, AI upscaling and a new assistant that helps you edit simply by describing what you want.

## AAEON MIX-PTLWV1 Panther Lake industrial mini-ITX motherboard offers quad DisplayPort, dual 10GbE, and more

DevFeed: [AAEON MIX-PTLWV1 Panther Lake industrial mini-ITX motherboard offers quad DisplayPort, dual 10GbE, and more](<https://devfeed.tech/articles/aaeon-mix-ptlwv1-panther-lake-industrial-mini-itx-motherboard-offers-quad-displayport-dual-10gbe-and-more-31426.md>)

Original publisher: [Read original article](<https://www.cnx-software.com/2026/09/16/aaeon-mix-ptlwv1-panther-lake-industrial-mini-itx-motherboard-offers-quad-displayport-dual-10gbe/>)

Author: Jean-Luc Aufranc (CNXSoft)

Published: 2026-09-16T12:00:59Z

Content type: news

Language: en

Sources: [CNX Software - Embedded Systems News](<https://devfeed.tech/sources/cnx-software-embedded-systems-news.md>)

Topics: [Embedded Systems](<https://devfeed.tech/topics/embedded-systems.md>), [intel](<https://devfeed.tech/topics/intel.md>), [Intel Core](<https://devfeed.tech/topics/intel-core.md>), [ddr5](<https://devfeed.tech/topics/ddr5.md>), [M.2 NVMe](<https://devfeed.tech/topics/m-2-nvme.md>), [pcie](<https://devfeed.tech/topics/pcie.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Specifications](<https://devfeed.tech/topics/specifications.md>)

Tags: [10gbe](<https://devfeed.tech/tags/10gbe.md>), [2-5gbe](<https://devfeed.tech/tags/2-5gbe.md>), [4g-lte](<https://devfeed.tech/tags/4g-lte.md>), [5g](<https://devfeed.tech/tags/5g.md>), [aaeon](<https://devfeed.tech/tags/aaeon.md>), [artificial-intelligence-ai](<https://devfeed.tech/tags/artificial-intelligence-ai.md>), [automotive](<https://devfeed.tech/tags/automotive.md>), [ddr5](<https://devfeed.tech/tags/ddr5.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [industrial](<https://devfeed.tech/tags/industrial.md>), [intel-core](<https://devfeed.tech/tags/intel-core.md>), [linux](<https://devfeed.tech/tags/linux.md>), [m-2-nvme](<https://devfeed.tech/tags/m-2-nvme.md>), [mini-itx](<https://devfeed.tech/tags/mini-itx.md>), [motherboard](<https://devfeed.tech/tags/motherboard.md>), [nvme](<https://devfeed.tech/tags/nvme.md>), [panther-lake](<https://devfeed.tech/tags/panther-lake.md>), [pcie](<https://devfeed.tech/tags/pcie.md>), [single-board-computer](<https://devfeed.tech/tags/single-board-computer.md>), [smart-city](<https://devfeed.tech/tags/smart-city.md>), [specifications](<https://devfeed.tech/tags/specifications.md>), [ubuntu](<https://devfeed.tech/tags/ubuntu.md>), [windows-11](<https://devfeed.tech/tags/windows-11.md>)

### AI overview

CNX Software reports on the AAEON MIX-PTLWV1, an industrial mini-ITX motherboard built around Intel Core Ultra Series 3 Panther Lake processors. It supports up to 128GB of DDR5 memory, NVMe storage, four DisplayPort outputs, optional wireless and cellular modules, multiple Ethernet ports including up to two 10GbE connections, serial interfaces, and PCIe expansion.

### Source excerpt

AAEON MIX-PTLWV1 is an industrial mini-ITX motherboard based on Intel Core Ultra Series 3 "Panther Lake" processors with up to two 10GbE and two 2.5GbE RJ45 jacks, and four 4K-capable DisplayPort video outputs. The motherboard also supports up to 128GB DDR5 C/SO-DIMM memory, M.2 NVMe SSD storage, optional WiFi and Bluetooth, and/or 4G LTE/5G cellular via M.2 modules, a PCIe Gen4 x8 slot for expansion, six serial interfaces, 12V-24V wide DC input, and more. AAEON MIX-PTLWV1 specifications: SoC - Intel Panther Lake processor (PTL-H404/PTL-H484 families) with Intel Xe LPG graphics; TDP: 15 to 25W System Memory - Up to 128GB via 2x 262-pin DDR5 C/SO-DIMM sockets up to 6400MHz (H404 SKU) or 7200MHz (H484 SKU) Storage - M.2 2280 M-Key (PCIe Gen4 x4) socket for NVMe SSD Display Interfaces 4x DisplayPort 1.4 up to 4096 x 2160 @ 60Hz 40-pin LVDS/eDP co-layout connector for Default: 18/24 bit dual-channel LVDS up [...] The post AAEON MIX-PTLWV1 Panther Lake industrial mini-ITX motherboard offers quad DisplayPort, dual 10GbE, and more appeared first on CNX Software - Embedded Systems News.

## Introducing ReactOS 0.4.16

DevFeed: [Introducing ReactOS 0.4.16](<https://devfeed.tech/articles/introducing-reactos-0-4-16-33195.md>)

Original publisher: [Read original article](<https://reactos.org/project-news/reactos-0416-released/>)

Published: 2026-08-29T00:00:00Z

Content type: release

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [boot](<https://devfeed.tech/topics/boot.md>), [Disk image](<https://devfeed.tech/topics/disk-image.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Nvidia](<https://devfeed.tech/topics/nvidia.md>)

Tags: [boot](<https://devfeed.tech/tags/boot.md>), [free](<https://devfeed.tech/tags/free.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [images](<https://devfeed.tech/tags/images.md>), [installation](<https://devfeed.tech/tags/installation.md>), [networking](<https://devfeed.tech/tags/networking.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [storage](<https://devfeed.tech/tags/storage.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

ReactOS 0.4.16 is announced after a year and a half of development. The release adds a graphical installer, combines the bootcd and livecd images, and includes improvements to video, audio, networking, storage, installation, and third-party code synchronization.

### Source excerpt

We are pleased to announce the release of ReactOS 0.4.16! After a year and a half of development, we're excited to showcase the improvements we've made between a new graphical installer; a unified bootcd and livecd image; video, audio, networking, and storage stack improvements; a new installation type; and third-party code syncs.

## Coding Challenge #133 - Particle Playground

DevFeed: [Coding Challenge #133 - Particle Playground](<https://devfeed.tech/articles/coding-challenge-133-particle-playground-29208.md>)

Original publisher: [Read original article](<https://codingchallenges.substack.com/p/coding-challenge-133-particle-playground>)

Author: John Crickett

Published: 2026-08-22T08:01:30Z

Content type: tutorial

Language: en

Sources: [Coding Challenges](<https://devfeed.tech/sources/coding-challenges.md>)

Topics: [Simulation](<https://devfeed.tech/topics/simulation.md>), [Cellular automaton](<https://devfeed.tech/topics/cellular-automaton.md>), [coding](<https://devfeed.tech/topics/coding.md>), [creative coding](<https://devfeed.tech/topics/creative-coding.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Canvas](<https://devfeed.tech/topics/canvas.md>)

Tags: [canvas](<https://devfeed.tech/tags/canvas.md>), [coding](<https://devfeed.tech/tags/coding.md>), [creative-coding](<https://devfeed.tech/tags/creative-coding.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [programming](<https://devfeed.tech/tags/programming.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [simulation](<https://devfeed.tech/tags/simulation.md>)

### AI overview

A coding challenge guides readers through building a 2D particle playground with two simulation engines: a force-based particle system and a cellular automaton. The project combines materials such as sand, water, and fire with a fireworks display whose embers can ignite the material grid.

### Source excerpt

This challenge is to build your own particle playground.

## Khronos Sessions and Standards Updates at SIGGRAPH 2026

DevFeed: [Khronos Sessions and Standards Updates at SIGGRAPH 2026](<https://devfeed.tech/articles/khronos-at-siggraph-2026-open-standards-reach-new-heights-15112.md>)

Original publisher: [Read original article](<https://www.khronos.org/blog/khronos-at-siggraph-2026>)

Author: jphilips (jeff@khronosgroup.org)

Published: 2026-08-21T13:00:00Z

Content type: news

Language: en

Sources: [Blogs Khronos Blog](<https://devfeed.tech/sources/blogs-khronos-blog.md>)

Topics: [Graphics](<https://devfeed.tech/topics/graphics.md>), [OpenXR](<https://devfeed.tech/topics/openxr.md>), [webgpu](<https://devfeed.tech/topics/webgpu.md>), [GPU](<https://devfeed.tech/topics/gpu.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [3d](<https://devfeed.tech/tags/3d.md>), [blog](<https://devfeed.tech/tags/blog.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [openxr](<https://devfeed.tech/tags/openxr.md>), [webgpu](<https://devfeed.tech/tags/webgpu.md>)

### AI overview

Khronos presented more than 20 SIGGRAPH 2026 sessions on graphics, XR, 3D assets, rendering, real-time shading, and related open standards. Its Developer Day included updates from Vulkan, glTF, WebGL/WebGPU, OpenXR, ANARI, Slang, and the Machine Learning Council.

### Source excerpt

SIGGRAPH 2026 in Los Angeles delivered a clear snapshot of the future of graphics and spatial computing--and Khronos was at the center of it. The organization presented more than 20 sessions spanning hands-on courses and in-depth Birds of a Feather (BOF) discussions on neural graphics, XR, 3D assets, rendering, and real-time shading.

## Winner, Name that Ware June 2026

DevFeed: [Winner, Name that Ware June 2026](<https://devfeed.tech/articles/winner-name-that-ware-june-2026-36621.md>)

Original publisher: [Read original article](<https://www.bunniestudios.com/blog/2026/winner-name-that-ware-june-2026/>)

Author: bunnie

Published: 2026-07-30T14:51:53Z

Content type: article

Language: en

Sources: [bunnie's blog](<https://devfeed.tech/sources/bunnie-s-blog.md>)

Topics: [Graphics](<https://devfeed.tech/topics/graphics.md>), [Server](<https://devfeed.tech/topics/server.md>), [Nvidia](<https://devfeed.tech/topics/nvidia.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [moore-s-law](<https://devfeed.tech/tags/moore-s-law.md>), [name-that-ware](<https://devfeed.tech/tags/name-that-ware.md>), [nvidia](<https://devfeed.tech/tags/nvidia.md>)

### AI overview

The June 2026 Name that Ware feature identifies an SGI RM6-64 raster manager from a KONA/InfiniteReality graphics system. It recalls SGI's role in graphics hardware and reflects on the shift from board-level systems to integrated graphics and large rack servers.

### Source excerpt

The Ware for June 2026 is an SGI RM6-64 raster manager, from a KONA/InfiniteReality graphics system. Congrats to Christian for naming it! email me for your prize. This gem of a board was gifted to me by someone at SGI back when I worked there in...I want to say 1998? I even still have the [...]

## Creating a CRT Screen Effect in Jetpack Compose

DevFeed: [Creating a CRT Screen Effect in Jetpack Compose](<https://devfeed.tech/articles/creating-a-crt-screen-effect-in-jetpack-compose-25771.md>)

Original publisher: [Read original article](<https://www.sinasamaki.com/creating-a-crt-screen-effect-in-jetpack-compose/>)

Author: sinasamaki

Published: 2025-11-07T10:50:23Z

Content type: tutorial

Language: en

Sources: [sinasamaki](<https://devfeed.tech/sources/sinasamaki.md>)

Topics: [Jetpack Compose](<https://devfeed.tech/topics/jetpack-compose.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>)

Tags: [article](<https://devfeed.tech/tags/article.md>), [effect](<https://devfeed.tech/tags/effect.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [jetpack-compose](<https://devfeed.tech/tags/jetpack-compose.md>)

### AI overview

A tutorial on recreating a CRT monitor effect in Jetpack Compose using an offscreen graphics layer, repeated gradients for scanlines, layered blur for glow, and randomized screen jitter.

### Source excerpt

Using graphics layer, gradients and blur to create this nostalgic effect

## Glitch Effect in Jetpack Compose

DevFeed: [Glitch Effect in Jetpack Compose](<https://devfeed.tech/articles/glitch-effect-in-jetpack-compose-25782.md>)

Original publisher: [Read original article](<https://www.sinasamaki.com/glitch-effect-in-jetpack-compose/>)

Author: sinasamaki

Published: 2025-10-11T08:00:46Z

Content type: tutorial

Language: en

Sources: [sinasamaki](<https://devfeed.tech/sources/sinasamaki.md>)

Topics: [Jetpack Compose](<https://devfeed.tech/topics/jetpack-compose.md>), [Compose](<https://devfeed.tech/topics/compose.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [GUI](<https://devfeed.tech/topics/gui.md>)

Tags: [animation](<https://devfeed.tech/tags/animation.md>), [article](<https://devfeed.tech/tags/article.md>), [canvas](<https://devfeed.tech/tags/canvas.md>), [compose](<https://devfeed.tech/tags/compose.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [jetpack-compose](<https://devfeed.tech/tags/jetpack-compose.md>), [mutation](<https://devfeed.tech/tags/mutation.md>), [random](<https://devfeed.tech/tags/random.md>), [scale](<https://devfeed.tech/tags/scale.md>), [slices](<https://devfeed.tech/tags/slices.md>), [translation](<https://devfeed.tech/tags/translation.md>)

### AI overview

A tutorial on implementing a glitch effect in Jetpack Compose by drawing composable content to an offscreen buffer, slicing it horizontally, and applying randomized translations, scaling, color overlays, and timed animation.

### Source excerpt

Easily apply sci-fi, cyberpunk effects on to your app

## An initial investigation into WDDM on ReactOS

DevFeed: [An initial investigation into WDDM on ReactOS](<https://devfeed.tech/articles/an-initial-investigation-into-wddm-on-reactos-32853.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/investigating-wddm/>)

Published: 2025-10-07T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>)

Tags: [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

This article investigates the Windows Display Driver Model (WDDM) in ReactOS, describing how Vista-era changes shifted GPU management toward driver vendors and examining related display-driver behavior, OpenGL ICD loading, and Vulkan similarities.

### Source excerpt

The history of ReactOS spans a wider range than the lives of many of the people who work on it today. Incredible individuals have come and gone from the project with vastly different goals for what they want to see developed. In recent years, better hardware support has emerged as one of those goals. As ReactOS gazes towards the world of Vista and beyond, a few questions about how hardware works emerge.

## How to Set Up Manim for Math Animation on macOS in 2025

DevFeed: [How to Set Up Manim for Math Animation on macOS in 2025](<https://devfeed.tech/articles/manim-29000.md>)

Original publisher: [Read original article](<https://nshipster.com/manim/>)

Author: Mattt (mattt@nshipster.com)

Published: 2025-10-01T07:00:00Z

Content type: tutorial

Language: en

Sources: [NSHipster](<https://devfeed.tech/sources/nshipster.md>)

Topics: [Graphics](<https://devfeed.tech/topics/graphics.md>), [Python](<https://devfeed.tech/topics/python.md>), [Development](<https://devfeed.tech/topics/development.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [macOS](<https://devfeed.tech/topics/macos.md>), [Homebrew](<https://devfeed.tech/topics/homebrew.md>), [LaTeX](<https://devfeed.tech/topics/latex.md>), [Docker](<https://devfeed.tech/topics/docker.md>)

Tags: [animation](<https://devfeed.tech/tags/animation.md>), [docker](<https://devfeed.tech/tags/docker.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [guide](<https://devfeed.tech/tags/guide.md>), [homebrew](<https://devfeed.tech/tags/homebrew.md>), [how-to](<https://devfeed.tech/tags/how-to.md>), [macos](<https://devfeed.tech/tags/macos.md>), [miscellaneous](<https://devfeed.tech/tags/miscellaneous.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [python](<https://devfeed.tech/tags/python.md>)

### AI overview

A practical guide to setting up Manim, the open-source math animation library used by 3Blue1Brown, on macOS in 2025. It covers Homebrew, Mise, uv, Python dependencies, Cairo, Pycairo, and LaTeX, with Docker discussed as an alternative.

### Source excerpt

This year for Halloween, NSHipster is dressing up as 3blue1brown. And thanks to his open-source math animation library, we're totally pulling it off.

## Animating Text along a Path in Jetpack Compose

DevFeed: [Animating Text along a Path in Jetpack Compose](<https://devfeed.tech/articles/animating-text-along-a-path-in-jetpack-compose-25765.md>)

Original publisher: [Read original article](<https://www.sinasamaki.com/animating-text-along-a-path-in-jetpack-compose/>)

Author: sinasamaki

Published: 2025-06-19T17:45:02Z

Content type: tutorial

Language: en

Sources: [sinasamaki](<https://devfeed.tech/sources/sinasamaki.md>)

Topics: [Jetpack Compose](<https://devfeed.tech/topics/jetpack-compose.md>), [Canvas](<https://devfeed.tech/topics/canvas.md>), [Code](<https://devfeed.tech/topics/code.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Font](<https://devfeed.tech/topics/font.md>)

Tags: [article](<https://devfeed.tech/tags/article.md>), [canvas](<https://devfeed.tech/tags/canvas.md>), [code](<https://devfeed.tech/tags/code.md>), [compose](<https://devfeed.tech/tags/compose.md>), [function](<https://devfeed.tech/tags/function.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [jetpack-compose](<https://devfeed.tech/tags/jetpack-compose.md>)

### AI overview

A tutorial on drawing text character by character along a path in Jetpack Compose. It explains measuring text and paths, positioning each character, animating its offset, and rotating characters according to the path tangent.

### Source excerpt

How to position and rotate blocks of text on any path

## Monthly Update on a Haskell Game Engine

DevFeed: [Monthly Update on a Haskell Game Engine](<https://devfeed.tech/articles/monthly-update-on-a-haskell-game-engine-27910.md>)

Original publisher: [Read original article](<http://alt-romes.github.io/posts/2023-01-01-monthly-update-on-a-haskell-game-engine.html>)

Published: 2023-01-01T00:00:00Z

Content type: opinion

Language: en

Sources: [Romes' Musings](<https://devfeed.tech/sources/romes-musings.md>)

Topics: [Haskell](<https://devfeed.tech/topics/haskell.md>), [Game engine](<https://devfeed.tech/topics/game-engine.md>), [Programming](<https://devfeed.tech/topics/programming.md>), [shaders](<https://devfeed.tech/topics/shaders.md>), [glsl](<https://devfeed.tech/topics/glsl.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>)

Tags: [code](<https://devfeed.tech/tags/code.md>), [haskell](<https://devfeed.tech/tags/haskell.md>), [programming](<https://devfeed.tech/tags/programming.md>), [render](<https://devfeed.tech/tags/render.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [technical](<https://devfeed.tech/tags/technical.md>), [vulkan](<https://devfeed.tech/tags/vulkan.md>)

### AI overview

A monthly development update on Ghengin, an unreleased Haskell game engine. It describes a procedural-planets demo and outlines the engine's Vulkan renderer, FIR shaders embedded in Haskell, entity management, scene graph, render queue, and supporting libraries.

### Source excerpt

Contents 1 Ghengin 1.1 Bullets on Technical Details 1.2 The Small Victories 1.3 A peek into the code 1 Ghengin I've been working the past month or two in a game engine titled Ghengin (pronounced /ɡɛn-ʤɪn/, never /ɡɛn-ɡɪn/). This is not yet a release, and version 0.1.0 is far into the future. However, I've come a long way and I'd like to share a few pictures of my progress. This post was migrated from the discussion at the Haskell Discourse The demo I've been working on is based on Sebastian Lague's series Procedural Planets. It is a showcase of procedurally generated planets you can move around in and tweak the procedural generation parameters of the planets to create oceans and continents. Fig 1. Screenshot of planets demo 1.1 Bullets on Technical Details I hope to, soon enough, write a more substantial explanation of the engine's technical challenges and overall design decisions so far, and on the game developer's facing side of the engine. In the meantime, here are a few key points regarding the technical feats of the engine along with the main libraries it currently depends on, which help create a picture of how it is working: The renderer is written using the great bindings to the Vulkan API The shaders are crucial in the overall design, and a lot of code depends on their definition (e.g. preparing render pipelines, allocating descriptor sets and textures, everything materials related ...). The shaders are written using FIR, an amazing shader language embedded in Haskell! The entity management, scene graph and render queue are done/created through the apecs entity component system. Vectors and matrices are from geomancy GLFW-b for window management and user input (used as the window backend for vulkan) The dear-imgui bindings for the GUI JuicyPixels for loading textures FIR is a really cool shader library and unlike any you've likely tried before (it's embeded in Haskell, but that's just the start). The shader's "interfaces" are defined at the type level, and in

## How Android and iOS Handle Rounded Rectangle Corners

DevFeed: [How Android and iOS Handle Rounded Rectangle Corners](<https://devfeed.tech/articles/rounded-corners-30603.md>)

Original publisher: [Read original article](<https://ryanharter.com/blog/2022/09/rounded-corners/>)

Published: 2022-09-20T03:37:48Z

Content type: tutorial

Language: en

Sources: [Blogs on Ryan Harter](<https://devfeed.tech/sources/blogs-on-ryan-harter.md>)

Topics: [Graphics](<https://devfeed.tech/topics/graphics.md>), [Android](<https://devfeed.tech/topics/android.md>), [iOS](<https://devfeed.tech/topics/ios.md>), [GUI](<https://devfeed.tech/topics/gui.md>)

Tags: [android](<https://devfeed.tech/tags/android.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [ios](<https://devfeed.tech/tags/ios.md>), [ui](<https://devfeed.tech/tags/ui.md>)

### AI overview

The article examines how Android and iOS render rectangles with corner radii larger than half the shortest edge. It explains that Android restricts corner radii to half the shortest edge, while Apple's approach applies each corner radius individually and uses the resulting circle intersections.

### Source excerpt

The other day I happened to notice an interesting question that Michał Zieliński shared in an Android Graphics channel that I frequent. He had observed that if he has a 40dp square and sets a 30dp corner radius, on Android the resulting shape looks the same as a 20dp corner radius. He then concluded that, unlike iOS, Android appears to clamp the corner radii of a rectangle to half of the shortest edge length.

## Ladybird: A new cross-platform browser project

DevFeed: [Ladybird: A new cross-platform browser project](<https://devfeed.tech/articles/ladybird-a-new-cross-platform-browser-project-38358.md>)

Original publisher: [Read original article](<https://awesomekling.github.io/Ladybird-a-new-cross-platform-browser-project/>)

Author: Andreas Kling

Published: 2022-09-12T00:00:00Z

Content type: article

Language: en

Sources: [Andreas Kling](<https://devfeed.tech/sources/andreas-kling.md>)

Topics: [browser](<https://devfeed.tech/topics/browser.md>), [cross-platform](<https://devfeed.tech/topics/cross-platform.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [Web](<https://devfeed.tech/topics/web.md>), [CSS](<https://devfeed.tech/topics/css.md>), [Document Object Model (DOM)](<https://devfeed.tech/topics/dom.md>), [ECMAScript](<https://devfeed.tech/topics/ecmascript.md>), [HTML](<https://devfeed.tech/topics/html.md>), [Qt](<https://devfeed.tech/topics/qt.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [SVG](<https://devfeed.tech/topics/svg.md>)

Tags: [browser](<https://devfeed.tech/tags/browser.md>), [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [css](<https://devfeed.tech/tags/css.md>), [gui](<https://devfeed.tech/tags/gui.md>), [html](<https://devfeed.tech/tags/html.md>), [ladybird](<https://devfeed.tech/tags/ladybird.md>), [serenityos](<https://devfeed.tech/tags/serenityos.md>), [svg](<https://devfeed.tech/tags/svg.md>), [technical](<https://devfeed.tech/tags/technical.md>)

### AI overview

The post introduces Ladybird, a cross-platform browser built from the SerenityOS LibWeb and LibJS engines. It explains the project's origins, its shift from a SerenityOS browser engine toward a broader cross-platform browser, and its C++ architecture using Qt, HTML, DOM, CSS, SVG, ECMAScript, graphics, and image-format components.

### Source excerpt

This post describes the Ladybird browser, based on the LibWeb and LibJS engines from SerenityOS.

## My Retro PC Gaming Nostalgia Kick

DevFeed: [My Retro PC Gaming Nostalgia Kick](<https://devfeed.tech/articles/my-retro-pc-gaming-nostalgia-kick-40642.md>)

Original publisher: [Read original article](<https://eviltrout.com/blog/2022-07-13-my-retro-pc-gaming-nostalgia-kick/>)

Published: 2022-07-18T00:00:00Z

Content type: opinion

Language: en

Sources: [Robin Ward](<https://devfeed.tech/sources/robin-ward.md>)

Topics: [pc](<https://devfeed.tech/topics/pc.md>), [Godot](<https://devfeed.tech/topics/godot.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Programming](<https://devfeed.tech/topics/programming.md>), [Assembly](<https://devfeed.tech/topics/assembly.md>), [C](<https://devfeed.tech/topics/c.md>), [3D](<https://devfeed.tech/topics/3d.md>)

Tags: [3d](<https://devfeed.tech/tags/3d.md>), [animations](<https://devfeed.tech/tags/animations.md>), [assembly](<https://devfeed.tech/tags/assembly.md>), [c](<https://devfeed.tech/tags/c.md>), [gaming](<https://devfeed.tech/tags/gaming.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [pc](<https://devfeed.tech/tags/pc.md>), [programming](<https://devfeed.tech/tags/programming.md>), [retro](<https://devfeed.tech/tags/retro.md>), [videos](<https://devfeed.tech/tags/videos.md>), [youtube](<https://devfeed.tech/tags/youtube.md>)

### AI overview

The author reflects on making videos about early PC gaming and programming, including Sierra game graphics, palette cycling, 8086 assembly, Godot, and embedding old AGI games with C.

### Source excerpt

Over the last couple of months, I've been posting a series of videos about early PC gaming and programming on my YouTube Channel. It's been quite a fun journey and I thought I might write a few words about it. I have a lot of nostalgia for early games, which makes sense since it was how I spent most of my free time in the 80's and 90's. Times were boring before the Internet :)

## Graphical Applications in Haskell with MVC and Gloss

DevFeed: [Graphical Applications in Haskell with MVC and Gloss](<https://devfeed.tech/articles/graphical-applications-in-haskell-with-mvc-and-gloss-27925.md>)

Original publisher: [Read original article](<http://alt-romes.github.io/posts/lectures/2022-06-27-mvc-gloss.html>)

Published: 2022-06-27T00:00:00Z

Content type: tutorial

Language: en

Sources: [Romes' Musings](<https://devfeed.tech/sources/romes-musings.md>)

Topics: [mvc](<https://devfeed.tech/topics/mvc.md>), [Functional programming](<https://devfeed.tech/topics/functional-programming.md>), [Haskell](<https://devfeed.tech/topics/haskell.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Library](<https://devfeed.tech/topics/library.md>), [User Interfaces](<https://devfeed.tech/topics/user-interfaces.md>), [Simulation](<https://devfeed.tech/topics/simulation.md>)

Tags: [functional-programming](<https://devfeed.tech/tags/functional-programming.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [haskell](<https://devfeed.tech/tags/haskell.md>), [library](<https://devfeed.tech/tags/library.md>), [mvc](<https://devfeed.tech/tags/mvc.md>), [simulation](<https://devfeed.tech/tags/simulation.md>), [user-interfaces](<https://devfeed.tech/tags/user-interfaces.md>)

### AI overview

This article explains the model-view-controller pattern and how it maps to functional programming in Haskell. It uses the Gloss library to build a graphical application and illustrate the model, view, and event-handling components with a simple employee simulation.

### Source excerpt

Contents 1 MVC 2 Functional MVC: Gloss 2.1 Picture 2.2 Event 2.3 Gloss 1 MVC Model-view-controller (MVC) is a software architectural pattern commonly used for developing user interfaces that divide the related program logic into three interconnected elements. MVC says that an interactive application should consist roughly of three main parts - Model, View, and Controller. The Model is the data and state that we need to keep track of to model our application. If you're programming a Chess game, the model could consist of the state of the board (which pieces are where), the time passed since the last player played, whose turn it is, etc... The View is the definition of how our model should be displayed to the user. Intuitively, you can think of it as a function Model -> UI (and begin to see how functional MVC might be interesting). For the above example, the view would define how the chess board can be shown to the user (a 3d object, a 2d ascii board, ...), where the time passed shows up in the screen, etc. The Controller handles all events and interactions with the application and how they modify the existing model. In chess, the controller could define that when a player drags a piece in the board, the position of that piece in the board model changes to the new position, the current turn changes to the other player, and the time passed is reset to zero. And the three relate in the following manner: MVC diagram from Wikipedia 2 Functional MVC: Gloss How does the model-view-controller idea translate into functional programming? It turns out to be quite simple because the three parts match basic FP concepts. We'll focus on the library Gloss to develop a graphical application. Gloss is very easy to setup, provides abstractions for drawing graphics, and outlines the MVC compoonents clearly. We'll implement a simple simulation of the 101companies employees to illustrate the concepts. To define the model, the structure which is updated thorought the program, we simply define

## How "Meet the PinePhone Pro" was made

DevFeed: [How "Meet the PinePhone Pro" was made](<https://devfeed.tech/articles/how-meet-the-pinephone-pro-was-made-34851.md>)

Original publisher: [Read original article](<https://pine64.org/2021/10/27/how-meet-the-pinephone-pro-was-made/>)

Published: 2021-10-27T00:00:00Z

Content type: article

Language: en

Sources: [Community blog on PINE64](<https://devfeed.tech/sources/community-blog-on-pine64.md>)

Topics: [Pinephone-Pro](<https://devfeed.tech/topics/pinephone-pro.md>), [blender](<https://devfeed.tech/topics/blender.md>), [Pine64](<https://devfeed.tech/topics/pine64.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [gnu linux](<https://devfeed.tech/topics/gnu-linux.md>)

Tags: [blender](<https://devfeed.tech/tags/blender.md>), [community](<https://devfeed.tech/tags/community.md>), [cuda](<https://devfeed.tech/tags/cuda.md>), [gnu-linux](<https://devfeed.tech/tags/gnu-linux.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [pine64](<https://devfeed.tech/tags/pine64.md>), [pinephone-pro](<https://devfeed.tech/tags/pinephone-pro.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>)

### AI overview

This article explains how the "Meet the PinePhone Pro" trailer and product renderings were produced. It describes the volunteer community's workflow, including modelling, scene creation, animation, storytelling, music, voice recording, editing, and rendering with Blender and other free and open source tools.

### Source excerpt

As PINE64's flagship mainline GNU/Linux smartphone, the PinePhone Pro, was about to be announced, a trailer and some nice renderings showcasing the phone and its features had to be produced. The groundwork for the trailer was started in February 2021 and took all the way up to a few days before the trailer was released at October 15th 2021. The work for the trailer included making the material and models, creating the scene and the surroundings, animating the scenes, establishing a story in the video, finding fitting music, cutting it and adding sound details, writing and recording the text and cutting the video, which took many hours of work until the following trailer was released: https://www.youtube.com/watch?v=wP2-6Z74W44 The trailer is almost entirely made with free and open source software - modelling, the scenes, animations and final cut including the music is all done in Blender, vector graphics and some smaller graphical edits for the screen contents are done in Inkscape and Gimp. The trailer is made by volunteers from the community. The visuals The general idea of the trailer was to tell a story: visually we wanted to lead the viewer from the history of the PinePhone, to the introduction of the PinePhone Pro including its features, to the actual usage. Not only did we want to tell the story of PINE64 making shipping such a device real but also point the viewer to what was achieved so far and what the user can achieve using the phone. We selected a darker setting for the intro part of the video and we tried to go for brighter settings mixed with realistic settings for the PinePhone Pro introduction part of the video. For product renderings typically Blender Cycles is used, which has the downside that the raytracing can take a very long time to achieve a fine rendering quality, unlike Blender's Eevee architecture using rasterization instead of raytracing (especially used effects such as depth of field and other makes raytracing a must here). That means even

## Carnival of Mathematics #197

DevFeed: [Carnival of Mathematics #197](<https://devfeed.tech/articles/carnival-of-mathematics-197-40448.md>)

Original publisher: [Read original article](<https://www.jeremykun.com/2021/09/01/carnival-of-mathematics-197/>)

Published: 2021-09-01T08:00:00Z

Content type: article

Language: en

Sources: [Jeremy Kun](<https://devfeed.tech/sources/jeremy-kun.md>)

Topics: [Mathematics](<https://devfeed.tech/topics/mathematics.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Simulation](<https://devfeed.tech/topics/simulation.md>), [Data Science](<https://devfeed.tech/topics/data-science.md>)

Tags: [carnival](<https://devfeed.tech/tags/carnival.md>), [dataset](<https://devfeed.tech/tags/dataset.md>), [fibonacci](<https://devfeed.tech/tags/fibonacci.md>), [folding](<https://devfeed.tech/tags/folding.md>), [functional-analysis](<https://devfeed.tech/tags/functional-analysis.md>), [geometric-series](<https://devfeed.tech/tags/geometric-series.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [inner-product](<https://devfeed.tech/tags/inner-product.md>), [knot-theory](<https://devfeed.tech/tags/knot-theory.md>), [mathematics](<https://devfeed.tech/tags/mathematics.md>), [oeis](<https://devfeed.tech/tags/oeis.md>), [sequence](<https://devfeed.tech/tags/sequence.md>), [sieve](<https://devfeed.tech/tags/sieve.md>), [simulation](<https://devfeed.tech/tags/simulation.md>), [umap](<https://devfeed.tech/tags/umap.md>), [visualization](<https://devfeed.tech/tags/visualization.md>)

### AI overview

The 197th Carnival of Mathematics introduces the number 197 and highlights mathematical and technical topics including curve untangling, folding equilateral triangles without measurement, and criticism of UMAP and t-SNE dimensionality reduction.

### Source excerpt

Welcome to the 197th Carnival of Mathematics! 197 is an unseemly number, as you can tell by the Wikipedia page which currently says that it has "indiscriminate, excessive, or irrelevant examples." How deviant. It's also a Repfigit, which means if you start a fibonacci-type sequence with the digits 1, 9, 7, and then continue with $ a_n = a_{i-3} + a_{i-2} + a_{i-1}$, then 197 shows up in the sequence. Indeed: 1, 9, 7, 17, 33, 57, 107, 197, ...

## The Dual-Screen Pinebook Pro

DevFeed: [The Dual-Screen Pinebook Pro](<https://devfeed.tech/articles/the-dual-screen-pinebook-pro-34836.md>)

Original publisher: [Read original article](<https://pine64.org/2021/03/19/dual-screen-pinebook-pro/>)

Author: About The Author

Published: 2021-03-19T00:00:00Z

Content type: tutorial

Language: en

Sources: [Community blog on PINE64](<https://devfeed.tech/sources/community-blog-on-pine64.md>)

Topics: [Linux](<https://devfeed.tech/topics/linux.md>), [GUI](<https://devfeed.tech/topics/gui.md>), [ide](<https://devfeed.tech/topics/ide.md>), [USB](<https://devfeed.tech/topics/usb.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>)

Tags: [category5-technology-tv](<https://devfeed.tech/tags/category5-technology-tv.md>), [debian](<https://devfeed.tech/tags/debian.md>), [dual-screen](<https://devfeed.tech/tags/dual-screen.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [ide](<https://devfeed.tech/tags/ide.md>), [laptop](<https://devfeed.tech/tags/laptop.md>), [linux](<https://devfeed.tech/tags/linux.md>), [pinebook-pro](<https://devfeed.tech/tags/pinebook-pro.md>), [screen](<https://devfeed.tech/tags/screen.md>), [usb](<https://devfeed.tech/tags/usb.md>)

### AI overview

A project tutorial showing how to turn a Pinebook Pro into a portable dual-screen Linux laptop using an external display. The author reports that the setup is functional but cautions that compatibility, power requirements, and troubleshooting may vary by Linux distribution and USB-C screen.

### Source excerpt

In this project, I'll turn my Pinebook Pro into a portable multi-monitor Linux laptop and show you how to do the same. Introduction In this post, I'll share how I turned my Pinebook Pro into a dual-screen Linux laptop. It's a rather inexpensive upgrade, and what parts I didn't personally have on hand I was able to manufacture myself. This post is not meant to be an exhaustive guide. I simply want to put the bug in your ear and show you how I did it, confirming that a dual-screen setup for the Pinebook Pro is not only possible, but entirely functional (and looks slick too). It'd be nice to have a portable multi-monitor workstation. And that's where this project comes in. A Quick Disclaimer I can't promise this will work as well on every Linux distro, nor can I assure you every USB-C screen will work. So I'll say this: The Pinebook Pro is a laptop for makers. Projects like this may or may not work, and may take troubleshooting and time to figure out. There are so many variables. But to me, the process is all part of the fun, and the risk is thrilling. Keep in mind as you dive into this project that drawing too much power from your Pinebook Pro could cause problems, or even damage. While I'll cover my power requirements below, it's important to note that you do this at your own risk. If in doubt, speak with someone who is confident about this stuff, or post your questions in the forum to request help from the community. Don't miss the video at the bottom of this post! My Dual-Screen Pinebook Pro _Mmmmmmm_ulti-Monitors As a coder, I love multi-monitor setups. It's not unlike me to have my IDE up on one screen and a test environment on another. Or, when working on graphics, I prefer to move the GIMP tools to one screen and the image to another, maximizing the visible canvas. When producing my videos, multiple monitors is an absolute requirement. Good luck fitting my usual multi-monitor setup in a carrying bag! My Distro I'm not suggesting you install the same distro as m

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