The Curious Engineer

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A Graphics Guy's Note

agraphicsguynotes.com/posts

This is my personal blog where I dump some notes that I think is useful.

GraphicsMathC++

Posts
25 from 16 Jun 2015 to 29 Oct 2026
Posting
now and then (2 in the last year)
Kind
personal blog
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https://agraphicsguynotes.com/posts/index.xml

2026 2

  1. Building a Fiber-Based Job System from Scratch
  2. Procedural UV Derivatives Evaluation in SORT Renderer

2025 1

  1. Understanding The Math Behind ReSTIR GI

2023 1

  1. Fiber in C++: Understanding the Basics

2022 1

  1. Understanding The Math Behind ReSTIR DI

2021 1

  1. Making a Shading Language for my Offline Renderer

2020 1

  1. Practical Tips for Implementing Subsurface Scattering in a Ray Tracer

2018 3

  1. Basic Color Science For Graphics Engineer
  2. Sampling Anisotropic Microfacet BRDF
  3. How does PBRT verify BXDF

2016 6

  1. Volume Rendering in Offline Renderer
  2. Image Based Lighting in Offline and Real-time Rendering
  3. Instant Radiosity in my Renderer
  4. The Missing Primary Ray PDF in Path Tracing
  5. Practical implementation of MIS in Bidirectional Path Tracing
  6. Naive Bidirectional Path Tracing

2015 9

  1. Physically Based Shading in Games
  2. Glass Material Simulated by Microfacet BXDF
  3. Sampling Microfacet BRDF
  4. Derivation of pure Specular Reflection BRDF
  5. Monte Carlo Integral with Multiple Importance Sampling
  6. Basics about path tracing
  7. Directional Light Map from the Ground Up
  8. Unleash the power of Direct3D 12
  9. Tessellation on DX11