forge-bloom

Implement Jimenez dual-filter bloom in SDL GPU HDR pipelines.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-bloom-nebulavenus
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: forge-bloom
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-bloom
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-bloom-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill adds Jimenez dual-filter bloom to an SDL GPU project with HDR rendering to achieve more realistic lighting while maintaining real-time performance.

Core Features & Use Cases

  • Implements Jimenez dual-filter bloom (SIGGRAPH 2014) in an SDL GPU HDR pipeline to enhance scene brightness and glow.
  • Builds a 5-mip HDR bloom chain with downsample, upsample, and tonemap passes, using additive blending on the upsample path.
  • Provides structured per-frame render passes and clear shader/pipeline templates for deterministic real-time rendering.

Quick Start

Integrate the bloom module into your existing SDL GPU HDR pipeline and enable the 5-mip bloom chain for immediate glow effects.

Frequently Asked Questions about forge-bloom

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add Jimenez dual-filter bloom to an SDL GPU HDR pipeline?▼

Jimenez dual-filter bloom is a multi-pass graphics technique for SDL GPU HDR pipelines that builds a 5-mip bloom chain using downsample, upsample, and tone mapping passes to enhance scene lighting and brightness.

What render target format is required for HDR bloom in SDL GPU?▼

HDR bloom in SDL GPU requires an R16G16B16A16_FLOAT render target to support the multi-pass downsample and upsample operations before applying the final tone mapping pass.

How does the upsample pass work in a Jimenez bloom chain?▼

The upsample pass in a Jimenez bloom chain uses bilinear sampling and additive blending to combine 5-mip downsampled textures back into the final image, creating the realistic glow effect.

Can I use this bloom technique for real-time C99 SDL GPU projects?▼

Yes, this Jimenez dual-filter bloom technique is designed for real-time C99 SDL GPU projects, providing structured per-frame render passes and clear pipeline templates for deterministic real-time rendering.

What is the best way to achieve realistic lighting without losing real-time performance in SDL?▼

The best way to achieve realistic lighting while maintaining real-time performance in SDL is using the Jimenez dual-filter bloom method, which uses a 5-mip bloom chain to efficiently enhance scene brightness without heavy computational overhead.