The Curious Engineer

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C0DE517E

c0de517e.blogspot.com

Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas.

GraphicsGame developmentPerformance / optimization

Posts
355 from 2 Feb 2008 to 8 Dec 2024
Posting
now and then
Kind
personal blog
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2024 6

  1. Transmission Terminated
  2. Future Engines
  3. Read article here httpsc0de517e
  4. Peaked technologies.
  5. Portals are misunderstood.
  6. The art and joy of well-architected "bad code".

2023 13

  1. Exploring the design space of "remote scene approximation"
  2. From the archive: Notes on environment lighting occlusion.
  3. Writing to stimulate the brain, and to quiet it.
  4. WASMtoy
  5. 20x1000 Use(r)net Archive.
  6. Notes: Reversing Revopoint Scanner.
  7. How does this work? txt2web.py
  8. A new Blog: Reinventing the wheel.
  9. Half baked and a half: A small update.
  10. From the archive: Notes on GGX parallax correction.
  11. Half baked: Dynamic Occlusion Culling
  12. Hidden in plain sight: The mundanity of the Metaverse
  13. How to render it. Ten ideas to solve Computer Graphics problems.

2022 4

  1. Machines Arose
  2. Real-time rendering - past, present and a probable future.
  3. DOS Nostalgia: On using a modern DOS workstation.
  4. WTF is the Metaverse?!

2020 9

  1. Why Raytracing won't simplify AAA real-time rendering.
  2. Hallucinations re: the rendering of Cyberpunk 2077
  3. Digital Dragons 2020
  4. Baking a Realistic Renderer from Scratch and other resources for Beginners in Computer Graphics
  5. OT: To my white friends. A few words on #BLM.
  6. Some thoughts on Unreal 5's Nanite - in way too many words
  7. Menger sponge-ish
  8. The Technical Interview [LEAKED]
  9. The grown-up programmer's (meta)manifesto

2019 15

  1. Is true hacking dead? What we lost.
  2. Engineering Career Guide [LEAKED]
  3. Misunderstanding Multilayering (Diffuse-Specular Energy Conservation)
  4. Misunderstanding Multiscattering
  5. What makes "10x" engineers. A complete hypothesis.
  6. The Value of Pixels (presentation slides)
  7. Seeing the whole Physically-Based picture.
  8. NumPy by Example
  9. On the “toxicity” of videogame production.
  10. How to choose your next job (why I went to Roblox)
  11. An unbiased look at real-time raytracing
  12. GDC 2019 - Everyday (shallow) ML
  13. Rendering doesn’t matter anymore?
  14. What I learned at Activision.
  15. C++, it’s not you. It’s me.

2018 1

  1. Computer Graphics R&D: An industry perspective

2017 14

  1. "Coder" color palettes for data visualization
  2. DataLog & TableLog
  3. The curse of success. Why nothing great is ever "good".
  4. Tiled hardware (speculations)
  5. A programmer's sightseeing tour: Machine Learning and Deep Neural Networks (slides)
  6. The technical interview.
  7. Where do GPUs come from.
  8. Privacy, bubbles, and being an expert.
  9. Shadow mistery
  10. A programmer's sightseeing tour: Machine Learning and Deep Neural Networks (part 2)
  11. A programmer's sightseeing tour: Machine Learning and Deep Neural Networks (part 1)
  12. Tonemapping on HDR displays. ACES to rule ‘em all?
  13. OT: Ten pragmatic tips regarding pens & notebooks
  14. Engineering for squishy bags of meat

2016 14

  1. Over-engineering (the root of all evil)
  2. Cinematography, finally!
  3. More (silly) tone-mapping ideas
  4. Tone mapping & local adaption
  5. A retrospective on Call of Duty rendering
  6. Activision @ Siggraph 2016
  7. The real-time rendering continuum: a taxonomy
  8. SIGGRAPH 2015: Notes for Approximate Models For Physically Based Rendering
  9. How to spot potentially risky Kickstarters. Mighty No9 & PGS Lab
  10. Unity 101 - From zero to shaders in no time
  11. Learning to teach
  12. Beyond photographic realism
  13. Low-resolution effects with depth-aware upsampling
  14. Color grading and excuses

2015 10

  1. Lecture slides for University of Victoria
  2. Siggraph 2015 course
  3. The following provides no answers, just doubts.
  4. Sharing is caring
  5. Being more wrong: Parallax corrected environment maps
  6. Look closely
  7. Design Optimization Landscape
  8. OT: The design space of fountain pens
  9. Why the rendering in The Order 1886 rocks.
  10. Notes on G-Buffer normal encodings

2014 16

  1. Scientific Python 101
  2. Notes on real-time renderers
  3. I Support Anita
  4. Notes on #Minimalism in code
  5. Stuff that every programmer should know: Data Visualization
  6. Oh envmap lighting, how do we get you wrong? Let me count the ways...
  7. Bonus round: languages, metaprogramming and terseness
  8. Where is my C++ replacement?
  9. Rate my API
  10. Photographic inspiration
  11. Smoothen your functions
  12. How to make a rendering engine
  13. Valve VR. I want to believe.
  14. Design Pattern: The Push Updater
  15. OT: The Sony RX1 (versus Fuji X100s)
  16. In the next-generation everything will be data (maybe)

2013 26

  1. Mental note: shadowmap-space filters
  2. Never Again in Graphics: Unforgivable graphic curses.
  3. Shit people say: graphics have "peaked"
  4. Never again: point lights
  5. Enhance this!
  6. Notes on Epic's area lights
  7. On Mantle
  8. You have failed
  9. Battlefield 4 Review (graphics)
  10. Controlling light
  11. Mathematica Manipulate[] example
  12. Wolfram's Mathematica 101
  13. Goodbye Zootool, welcome Twitter
  14. It's all about heart (making great games; how to interview)
  15. Tiny HDR writer
  16. DX11: GPU "printf"
  17. I'll create a new trend...
  18. Integrating C++11 in your diet
  19. Peek'n'Poke
  20. Hey! I was still using that
  21. Space Marine did it first!
  22. More rules. On skin rendering
  23. OT: The two compact cameras you need to know about
  24. HDR Workflows
  25. Color blindness and videogames
  26. Tuning: Two-axis controllers, OSC and multitouch.

2012 24

  1. Addendum to Mathematica and Skin Rendering
  2. How does GPU Compute work?
  3. Notes on optimizing a deferred renderer
  4. Supersampling and antialiasing distance fields
  5. A hunch
  6. Follow-up: Why classes.
  7. Doing some homework. C-Style and pain.
  8. OT: My photoretouch routine
  9. Wanna play with OpenCL?
  10. Next-gen: Quality vs Quantity
  11. Service Update: Cached Shadowmaps
  12. Job free(ish)
  13. Exposure renderer
  14. Other tools that I use...
  15. DirectX9 vs depth resolve
  16. Leaving Relic
  17. Normalmaps everywhere/2
  18. Normalmaps everywhere
  19. Interview mistakes
  20. Replacing google share: zootool
  21. Prototyping frameworks (rendering)
  22. Videogame photography
  23. Current-gen DOF and MB
  24. This is golden...

2011 53

  1. The three skin rendering horrors you want to avoid
  2. Google reader share
  3. Photoshop scripting - Cleartype for images
  4. Silvio Berlusconi
  5. Open questions - my two rules
  6. Open questions
  7. Rendering 102
  8. Spent
  9. Don't lie.
  10. Rendering 101
  11. Fight Night Champion Rendering @ GDC
  12. Bad ideas don't require much explanation: Caching Stable Cascaded Shadowmaps
  13. Mathematica and Spherical Harmonics
  14. Raytracing Myths
  15. Mathematica and Skin Rendering
  16. What I've learned from shipping a deferred lighting renderer
  17. Back from vacations, Parameter Databases poll results.
  18. If you're asking for crazy overtime, apologize first
  19. Everyday Carry
  20. Querying PDBs
  21. In-game image calibration
  22. Little tool for debugging with Processing
  23. Metaphor of game development
  24. Skinning normals notes
  25. Shadowmap bias notes
  26. 2011 Future programming languages for games - POLL
  27. A dream
  28. Processing vs IntelliJ IDEA
  29. Designing Code for Performance
  30. Tools that I use
  31. A different way of generating high-res screenshots
  32. Please NVidia...
  33. Mine your Data!
  34. Hacking bools idea
  35. 2011 Current and Future programming languages for Videogames
  36. Version Control for the next-gen?
  37. Stable Cascaded Shadow Maps - Ideas
  38. Debugging DirectX9 is so stressful!
  39. DOF Test
  40. Do you have "failed builds"?
  41. Tell the internet that you're not a moron...
  42. Alternatives to object handles
  43. Surviving C++
  44. Gamma and diffuse shading
  45. Mythbusting: deferred rendering
  46. Linux is not for nerds anymore?
  47. Poll results - 2010 most envied rendering
  48. OT: DXOLabs / Luminous Landscape is wrong
  49. Recipe for antialiasing as a post
  50. Code Tourism
  51. OT: Owner of a Samsung Galaxy T959? In Canada?
  52. Survive C++ / Collaborative guidelines experiment
  53. Poll results - what will be the next "next-gen"?

2010 35

  1. Shameless plug
  2. Stupid sample generator - 3d version
  3. Stupid sample generator
  4. Leaving EA
  5. Stereoscopic test
  6. Eastl
  7. Platform specific features - poll results
  8. International movement for code rights
  9. Know your Z
  10. Threads, buffers and latency
  11. Spam
  12. Google reader sharing
  13. Alan Wake credits
  14. Java4Ever
  15. More links / Generative Art
  16. Some links...
  17. Poll results
  18. Live-editing poll
  19. PIX is great but...
  20. Homework 2
  21. The world changed!
  22. Collaborative design experiment
  23. Retweeting
  24. 68000
  25. Skin
  26. Homework
  27. 3D Engines out there
  28. Small BRDF visualizer
  29. New layout
  30. iPhone iPad iPod
  31. Ergonomy rant
  32. I've just found out...
  33. The pitfalls of experience
  34. Links
  35. How do you do your work?

2009 25

  1. Lighting Compendium - part 1
  2. Coding tactics versus design strategies
  3. Fix for FXComposer 2.5 clear bug
  4. Calling for a brainstorm
  5. You should already know...
  6. Code quality
  7. This year's buzzword: Image-Space
  8. Experiment: DOF with Pyramidal Filters
  9. Analytic diffuse shading
  10. Going to Vegas...
  11. How the GPU works - appendix A
  12. New DOF technique test
  13. Quick journey into physics
  14. Does it scale? Game threading laws part two
  15. Economy is not that bad...
  16. Garbage collection, again
  17. Optimization again, from Steve Yegge
  18. At last! Double-click highlighting in VS!
  19. Be driven by data but don't let data drive your code
  20. My little rendering engine
  21. Embrace your bottleneck
  22. Game multithreading laws
  23. Offline
  24. DirectX texel offset reminder
  25. Too young

2008 90

  1. Which future? (plus, a shader optimization tip)
  2. off topic 2
  3. Just blur
  4. Impossible is approximatively possible
  5. Normals without Normals
  6. Test-Driven-Development
  7. Ribbons are the new cubes!
  8. Small update
  9. Commenting on graphical shader systems
  10. GPU versus CPU
  11. Celebration of light
  12. Commando
  13. Vertex shader LOD for Pixel shaders
  14. Quick shader tip
  15. Kill the hype
  16. ShaderX 6
  17. Normals without normals preview
  18. Hue shifting code snippet (with trivia)
  19. Slowdown
  20. Note to myself
  21. off topic
  22. Fermat's principle
  23. Quality rule
  24. Normalize(Normal)
  25. Stuff I'm reading right now...
  26. Begin here
  27. ATI Global Illumination videos
  28. Poll results
  29. Pet projects
  30. C++ is premature optimization
  31. Framerate does matter
  32. Some useful math software
  33. Live coding
  34. Performance does not matter
  35. Collecting garbage
  36. Artist-coders iteration
  37. Devil is in the details
  38. Best tech for next-gen games
  39. Reflection saved the day
  40. Give your matrices the right shape
  41. The rendering equation in the real(time) world
  42. Links
  43. I'll go to the programmer's hell...
  44. Mipmaps, generation and level selection
  45. Parallel linking
  46. Is writing text the best way to code?
  47. Huang-Rowley did it again: Siggraph 2008
  48. How the GPU works - part 3 (optimization!)
  49. At last, at least
  50. Singletons: the new superglue
  51. How the GPU works - part 2
  52. Small gems
  53. My work: rendering crowd
  54. Faking nextgen, pt.2
  55. How the GPU works - part 1
  56. C# DirectX wrappers
  57. Breakpoint'08
  58. Bad code is a virus
  59. C++ is too hard (for me)
  60. No direction home.
  61. Four dimensions and more.
  62. More on Raytracing
  63. Craft your programming language
  64. Realtime radiosity?
  65. development stories
  66. Raytracing vs Rasterization
  67. How to properly LOD pixel shaders?
  68. Next-gen, realism and detail.
  69. Next-gen and realism.
  70. You CAN'T afford doing things in the wrong way.
  71. Faking nextgen
  72. I missed that...
  73. Concurrency part 2
  74. Visual Studio 2005 Intellisense
  75. Locoroco Equation
  76. Hidden overdraw
  77. Old skills...
  78. Art vs Code: In the beginning...
  79. C64 still rocks
  80. Kill your darlings
  81. The value of failure
  82. Live coding competitions?
  83. Reverse Engineering
  84. Pixel VS Vertex VS Screen
  85. Raytracing/GI links
  86. Concurrency
  87. Good comments, bad code
  88. XML Abuse
  89. Functional programming in c#
  90. Decoupling the scene tree