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  1. In this post, I want to talk about a topic I have been meaning to write about for quite a few years: texture UV derivatives evaluation in my offline renderer, SORT (Simple Open Source Ray Tracer), which I’ll use throughout this post.

  2. Understanding The Math Behind ReSTIR GI

    Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs.

  3. Fiber in C++: Understanding the Basics

    Fiber, a less known concept compared with coroutine, is a pretty powerful addition to cooperative multitasking.

  4. Understanding The Math Behind ReSTIR DI

    Ever since the introduction of RTX technology, the industry pushed really hard on real time GI solutions.

  5. As a graphics programmer, I don’t usually spend too much time on something that is not strictly related to computer graphics or game engine.

  6. Subsurface scattering has always been a challenge in computer graphics.

  7. For more than a decade, we have been doing HDR rendering in our game engines, which means the intermediate render targets won’t be limited by the precision of the color formats.

  8. Sampling Anisotropic Microfacet BRDF

    I am working on material system in my renderer recently.

  9. How does PBRT verify BXDF

    Unit test for BXDF in offline rendering turns out to be way more important than what I thought it would be.

  10. Volume Rendering in Offline Renderer

    Finally, I have some time reading books, spending several days digesting the volume rendering part of PBRT, there are loads of stuff that interest me.

  11. Image-based lighting is a practical way to enhance the visual quality of computer graphics.

  12. Instant Radiosity in my Renderer

    I read about this instant radiosity algorithm in the book physically based rendering 3rd these days.

  13. I was always wondering why don’t we take the PDF of primary ray into account in a path tracer.

  14. In my previous post, I talked some basic stuff about naive bidirectional path tracing.

  15. Naive Bidirectional Path Tracing

    I posted a blog about path tracing some time ago, I didn’t regard it as a simple algorithm until I got my hands dirty on bidirectional path tracing.

  16. Physically Based Shading in Games

    Physically based shading has been around for years, it not only eases the workflow for artist, but also delivers high quality shading with neglectable overhead, I see no reason to avoid it in today’s game.

  17. Microfacet model can not only be used for rough metal, it can also be used to simulate rough glass material.

  18. Sampling Microfacet BRDF

    I’m working on microfacet brdf model for my renderer these days, noticing that it is more than necessary to provide a separate sampling method for microfacet brdf instead of using the default one, which is usually used for diffuse like surfaces and highly…

  19. The book “Physically Based Rendering” already explains it, however I found it a little bit confusing the first time I read the chapters, which are chapters 8.2.2/8.2.3.

  20. The book physically based rendering doesn’t spend too much effort explaining MIS, however it does mention it.

  21. Basics about path tracing

    I tried path tracing two years ago in my ray tracer.

  22. A couple of days ago, an artist asked me what exactly a directional light map is.

  23. Unleash the power of Direct3D 12

    Direct3D12 is about to come.

  24. Tessellation on DX11

    One of the most important changes that DX11 has made is the brand new feature called tessellation.