2025/12/29
IBL Optimization Study
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This is the first post in a series dedicated to Image-Based Lighting. This is a very common technique in modern videogames used to implement...
2018/08/10
The other pathtracer 5: Optimizing Triangle-Ray Intersections
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In the last post of this series, we spent some time optimizing aabb-ray intersections. In this post, we will do the same for triangles, and...
2018/06/21
The other Pathtracer 4: Optimizing AABB-Ray intersection
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This post is about optimizing the AABB tree that we're using as our main acceleration structure. I will use the polly scene from pre...
2018/06/17
The other pathtracer 3: Complex scenes
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Going from 1 triangle to many triangles is a trivial thing to do. At least if you don't care about performance at all. Just add a v...
2018/06/07
The other Pathtracer 2: The triangle
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Following on the idea of my last post, today we're building on a very important matter: Intersecting triangles. Or more specifically, ...
2018/06/06
The other pathtracer: Basic job system
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Inspired by the Daily Pathtracer , by Aras Pranckevičius, I decided to also write a path-tracer, mainly to better follow along his posts (se...
2017/03/28
C vs C++, Part II, Beautiful & efficient
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In the first part of this series, we used C++ features (operator overloading and templates) to eliminate all defines and macros necessary f...
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