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Atrix256

Re:What to Learn to Be a Graphics Programmer on Wednesday July 01, 2026 @04:25PM (#48752639)
(author of the article) 100% agree. As others have said, a good graphics programmer works with tech artists and artists. Frankly, graphics programming is largely a role of service to enable those people to do what they want to do, or help create what they envision. People mentioned Inigo Quilez as an example of a graphics programmer who is also an artist. He is a power house and a unicorn. I personally like playing music / programming audio more, which is a good ground for learning DSP things - useful when for instance, you want to push your rendering noise into the high frequencies, so a low pass filter is more effective at denoising.
If you sell your rsus when they vest its the same result
Yeah. Sampling bias is fixed with Cranley Patterson rotation. For real time rendering, blue noise is the thing to use though. At low sample counts you can't converge so you should hide the error perceptually instead.
This talks about that more deeply and is by the same author (me) :) https://blog.demofox.org/2020/07/26/irrational-numbers/
Re:Constant Time Stateless Shuffling and Grouping on Thursday September 07, 2023 @02:13AM (#37415329)
Here's the source. Nathan Reed references a jcgt paper, which references a paper form 2012. https://www.reedbeta.com/blog/hash-functions-for-gpu-renderi...
Re:Permutation Iteration and Random Access on Wednesday August 23, 2023 @11:52AM (#37237924)
Game development tends to make code more in this style, half way between C and C++. The reasoning of this is primarily the need to avoid hidden costs in the STL, but to be honest is also just momentum & culture :)
Re:Permutation Iteration and Random Access on Wednesday August 23, 2023 @11:49AM (#37237895)
Fixed, woops.
Re:Inverting Gauss’ Formula on Tuesday August 22, 2023 @08:48AM (#37221952)
Nice improvement!
Re:Voltage, Amps, Resistance and LEDs on Saturday June 19, 2021 @02:49PM (#27563217)
Plus notice no mistakes were called out. It was just "don't buy parts from amazon".
Re:Voltage, Amps, Resistance and LEDs on Saturday June 19, 2021 @11:27AM (#27561313)
Fixed this typo and i get what you mean how "one is not like the other" in the title.
Heya ladberg: * Were you doing direct light sampling (next event estimation)? If so that would explain it. It's the most naive path tracing you can imagine, so it's easier to understand. * Or, it might be how shadertoy is vsync limited to 60 fps which means each pixel only gets 60 samples a second, when it could be getting ~64x as much before i see any slowdown.
Re:Not All Blue Noise Is Created Equal on Wednesday August 15, 2018 @10:25PM (#17771423)
Demofox is a jerk!
Re:Compressing Networked State Data on Tuesday June 05, 2018 @12:06PM (#17239009)
See step 1 of the 3 step bulleted list, but yeah, it generalizes to 2 steps with a shared initialization value.

Maybe worth noting that if your world has some known starting state (eg after map load), it might be worth the client and server using that as the implicit initial state, even when a client joins a game in progress.

Re:Taking a Stroll Between the Pixels on Tuesday April 24, 2018 @10:36AM (#16912899)
I hear you. It's hard to know what a good benchmark would be. Do you have any ideas for what you'd like to see measured and possibly what it's compared against?
Re:Don’t Convert SRGB U8 to Linear U8 on Monday March 12, 2018 @06:46PM (#16572393)
Gamma still exists! Check out this really nice article for more info "The rehabilitation of gamma"

https://poynton.ca/PDFs/Rehabilitation_of_gamma.pdf

Re:Don’t Convert SRGB U8 to Linear U8 on Monday March 12, 2018 @02:56PM (#16570441)
you are totally correct. u16 is more than enough (as is u12 apparently!). F16 is also sufficient. I'll update the text to point this out.
Re:Granular Audio Synthesis on Saturday March 10, 2018 @01:22PM (#16559514)
"hair cells in the ear" isn't how hearing works. That's how balance works :/
Re:Granular Audio Synthesis on Thursday March 08, 2018 @09:00AM (#16544328)
Are you trolling us? The ear drum is how you hear...
Re:Granular Audio Synthesis on Wednesday March 07, 2018 @12:11PM (#16537830)
Does this source code help you much with that? It only deals with wave files but can read / write 8, 16, 24 or 32 bit wave files, at whatever sample rate, with however many channels.

I really wish someone would make a header only C++ audio library, that would be soooo nice.

Re:Granular Audio Synthesis on Wednesday March 07, 2018 @09:16AM (#16536446)
By playing a sound faster I mean changing it's sample rate, without doing anything else.
Re:Granular Audio Synthesis on Wednesday March 07, 2018 @09:03AM (#16536365)
I'm the author and didn't make this post on yc, but yes, the implementation is in 680 lines of standalone c++

The point of the article isn't about c++ or why it's a good language for doing this sort of thing, but I'm a real time graphics and game engine programmer, so it's my language of choice.

Re:Dissecting “Tiny Clouds” on Monday November 27, 2017 @03:39PM (#15791056)
I wonder if the hacker news algorithm looks at the people who make the post to know if it should be promoted or not?

One thing I have noticed is that when you post things, they get a lot more attention than when I do hehe.

Thanks for that (:

Re:Demystifying Floating Point Precision on Wednesday November 22, 2017 @09:46PM (#15762395)
Thanks. Probably ought to do that (:

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