Code & Visuals
The home of Code & Visuals
- Posts
- 146 from 1 Dec 2009 to 23 Jul 2026
- Posting
- now and then (5 in the last year)
- Kind
- personal blog
- Feed
- https://blog.yiningkarlli.com/feeds/posts/default/
2026 4
2025 5
2024 4
2023 3
2022 4
2021 10
- Encanto
- Rendering on the Apple M1 Max Chip
- Comparing SIMD on x86-64 and arm64
- SIGGRAPH 2021 Talk- Unbiased Emission and Scattering Importance Sampling for Heterogeneous Volumes
- Porting Takua Renderer to 64-bit ARM- Part 2
- Us Again
- Porting Takua Renderer to 64-bit ARM- Part 1
- New Responsive Layout and Blog Plans
- RenderMan Art Challenge: Magic Shop
- Raya and the Last Dragon
2020 4
2019 5
2018 5
2017 6
2016 4
2015 10
2014 4
2013 15
- Takua Chair Renders
- Throwback- Holiday Card 2011
- Code and Visuals Version 4.0
- Pixar Optix Lighting Preview Demo
- Giant Mesh Test
- Importance Sampled Direct Lighting
- Quick Update on Future Plans
- Working Towards Importance Sampled Direct Lighting
- Stratified versus Uniform Sampling
- First Progress on New Pathtracing Core
- Short-stack KD-Tree Traversal
- Stackless KD-Tree Traversal
- Revision 3 KD-Tree/ObjCore
- Bounding Boxes for Ellipsoids
- Revision 3, Old Renders
2012 27
- Texture Mapping
- Blurred Glossy Reflections
- Thoughts on Stackless KD-Tree Traversal
- TAKUA/Avohkii Renderer
- Jello KD-Tree
- Volumetric Renderer Revisited
- More Experiments with Trees
- Random Point Sampling On Surfaces
- Thoughts on Ray Bounce Depth
- More KD-Tree Fun
- Subsurface Scattering and New Name
- More Fun with Jello
- Smoke Sim + Volumetric Renderer
- April 23rd CIS565 Progress Summary- Speed and Refraction
- April 14th CIS563 Progress Summary- Meshes and Meshes and Meshes
- April 5th CIS565 Progress Summary- Interactivity, Alpha Review, Fresnel Reflections, Antialiasing
- April 1st CIS563 Progress Summary- Framework Improvements and Bounding Volumes
- April 1st CIS565 Progress Summary- Camera and Pathtracing
- CIS563/CIS565 Final Project Github Repos!
- CIS563/CIS565 Final Projects- Multiple Interacting Fluids and GPU Pathtracing
- Pathtracer with KD-Tree
- First Pathtraced Image!
- Smoke Sim- Preconditioning and Huge Grids
- Smoke Simulation Basics!
- Jello Sim Maya Integration
- Multijello Simulation
- Pathtracer Time
2011 16
- Basic Raytracer and Fun with KD-Trees
- A Volumetric Renderer for Rendering Volumes
- Building/Installing Alembic for OSX
- Installing Numpy for Maya 2012 64-bit on OSX 10.7
- GH House Project, a.k.a. Why Backups are Important
- Animation Final Project Stills
- Why cd when you can go?
- Chairs…. now with Balloons!
- VRay Tree
- Mo’ Tree (and Grass) Experimenting
- Autumn Tree!
- Demoreel Update!
- Demoreel and New Site!
- How 'Bout Them Apples?
- Watermelon Smash
- Recent Stuff
2010 18
- Raincoat Girl Turntable
- Character Model Face
- Cloth Simulation Progress
- City Street- Playing with Z-Depth and Ambient Occlusion
- City Street Progress
- Clock Miniproject
- Hermit Crab
- Hermit Crab Ready For Texturing!
- Hermit Crab Progress
- Puddle! Redux
- Puddle!
- Little Kiddo
- Give Gifi!
- Playing with Maya
- A Sneak Peak...
- The Foyer
- George Harrison Portrait
- Elemental Magic Workshop with Joseph Gilland