The Curious Engineer

All blogs / Graphics

Nathan Reed’s coding blog

reedbeta.com

Pixels and polygons and shaders, oh my!

GraphicsC++MathGame development

’10’15’20’25
Posts
57 from 18 May 2007 to 25 Feb 2023
Posting
quiet since 2023
Kind
personal blog
Feed
https://www.reedbeta.com/feed/

2023 1

  1. Reading Veach’s Thesis, Part 2

2022 2

  1. Reading Veach’s Thesis
  2. Texture Gathers and Coordinate Precision

2021 4

  1. git-partial-submodule
  2. Slope Space in BRDF Theory
  3. Hash Functions for GPU Rendering
  4. Making Your Own Container Compatible With C++20 Ranges

2018 6

  1. Python-Like enumerate() In C++17
  2. Using A Custom Toolchain In Visual Studio With MSBuild
  3. Mesh Shader Possibilities
  4. Normals and the Inverse Transpose, Part 3: Grassmann On Duals
  5. Normals and the Inverse Transpose, Part 2: Dual Spaces
  6. Normals and the Inverse Transpose, Part 1: Grassmann Algebra

2017 5

  1. Flows Along Conic Sections
  2. Conformal Texture Mapping
  3. Quadrilateral Interpolation, Part 2
  4. A Programmer’s Introduction to Unicode
  5. The Many Meanings of “Shader”

2016 4

  1. Tessellation Modes Quick Reference
  2. little-py-site
  3. Star Trek: TNG Theme Reorchestration
  4. EEVEE.WAD Doom Map

2015 3

  1. Depth Precision Visualized
  2. Outdoor Computing
  3. better performance

2014 9

  1. Antialiasing: To Splat Or Not
  2. The Buttered-Toast Model Of Radiometry
  3. Radiometry Versus Photometry
  4. Electronic Music Box
  5. Artist-Friendly HDR With Exposure Values
  6. reed-framework
  7. VR And Multi-GPU
  8. Deferred Texturing
  9. Why Do Quaternions Double-Cover?

2013 8

  1. On Vector Math Libraries
  2. reed-util
  3. Three Levels Of Locality In Quantum Physics
  4. How Is The NDF Really Defined?
  5. C++ Compile-Time Array Size
  6. Greg Egan’s Orthogonal: Alternate Physics, Familiar Politics
  7. Visual Studio Debug Visualizer For Half Floats
  8. somewhat popular article

2012 8

  1. The Radiance Field
  2. Nested Complex Numbers
  3. New Ideas In Raytracing
  4. Generating Abstract Images with Random Functions
  5. $E = mc^2$ Is Only Half The Story
  6. Circle of Confusion From The Depth Buffer
  7. Quadrilateral Interpolation, Part 1
  8. Understanding BCn Texture Compression Formats

2011 5

  1. The Shunting-Yard Algorithm
  2. Dark Energy And The Cosmic Horizon
  3. GPU Profiling 101
  4. Rotations And Infinitesimal Generators
  5. Numerically Modeling The Expansion Of The Universe

2007 2

  1. Dimensions
  2. Symmetry And Newton’s Law Of Motion