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.