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Pete Shirley's Graphics Blog

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Posts

Working old software is underappreciated

Hello World for Smart Lights

Direct Light 3: what goes in the direct light function?

Direct Light 2: integrating shadow rays into a path tracer

What is direct lighting (next event estimation) in a ray tracer? Part 1 of 3

What is an "uber shader"?

A call to brute force

I am not a believer in trying to learn two things at once.

Debugging refraction in a ray tracer

How to write a paper when you suck at writing

Grabbing a web CSV file

Warping samples paper at rendering symposium

Deugging refraction in a sphere

Fresnel Equations, Schlick Approximation, Metals, and Dielectrics

A reader responds

How to succeed as a poor programmer

How bright is that screen? And how good a light is it?

Making your BVH faster

Lazy person's tone mapping

Picking points on the hemisphere with a cosine density

Adding point and directional lights to a physically based renderer

Flavors of Sampling in Ray Tracing

Sticking a thin lens in a ray tracer

Generating uniform Random rays that hit an axis aligned box

Egyptian estimates of PI