Pete Shirley's Graphics Blog
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