Archive
- 2022-08-14 — A Fast Hash For Base-4 Owen Scrambling
- 2022-07-24 — Owen Scrambling Based Blue-Noise Dithered Sampling
- 2022-07-12 — In Defense of Brain-Dead Interpolation
- 2022-04-23 — Blackmagic Design's Color Spaces
- 2021-01-30 — Building a Better LK Hash
- 2021-01-02 — Sobol Sampling - Take 2
- 2020-09-22 — Storing Color Compactly
- 2020-04-20 — Light Trees and The Many Lights Problem
- 2020-04-14 — Building a Sobol Sampler
- 2020-04-12 — Notes on Color: 01
- 2018-11-21 — Random Notes on Future Direction
- 2018-11-13 — A Different Approach
- 2017-08-03 — BVH4 Without SIMD
- 2017-06-13 — Switching from C++ to Rust
- 2015-07-16 — Subdivision Surfaces
- 2015-07-13 — Spectral Rendering
- 2015-06-03 — Basic Shading System
- 2015-05-26 — Designing a Shading System
- 2014-08-18 — Breadth First Ray Tracing
- 2014-08-02 — Drawbacks of Ray Reordering
- 2014-08-01 — Drawbacks of Geometry Caches
- 2014-07-28 — Ray Reordering
- 2014-07-07 — Glossy Fixed! And the GTR Microfacet BRDF
- 2014-07-06 — Glossy Render
- 2014-07-06 — First Phong Render
- 2014-06-28 — Low Discrepancy Sequences
- 2014-06-26 — Ray Tracing Micropolygons
- 2014-06-25 — Random Numbers
- 2014-06-24 — Welcome! And a Little History