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Atrix256

HN member
Joined
Fri, Jun 17, 2016, 4:50 AM UTC
HN karma
221
Public activity
69 items

About Atrix256

Graphics research at EA SEED. Previously a game/engine/graphics/audio/animation programmer at blizzard, monolith, midway and others. Blog.demofox.org

Recent public activity

  1. comment
    Comment #48752639

    (author of the article) 100% agree. As others have said, a good graphics programmer works with tech artists and artists. Frankly, graphics programming is largely a role of service …

  2. comment
    Comment #39739221

    If you sell your rsus when they vest its the same result

  3. comment
    Comment #38912616

    Yeah. Sampling bias is fixed with Cranley Patterson rotation. For real time rendering, blue noise is the thing to use though. At low sample counts you can't converge so you should …

  4. comment
    Comment #38906197

    This talks about that more deeply and is by the same author (me) :) https://blog.demofox.org/2020/07/26/irrational-numbers/

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  7. comment
    Comment #37415329

    Here's the source. Nathan Reed references a jcgt paper, which references a paper form 2012. https://www.reedbeta.com/blog/hash-functions-for-gpu-renderi...

  8. comment
    Comment #37237924

    Game development tends to make code more in this style, half way between C and C++. The reasoning of this is primarily the need to avoid hidden costs in the STL, but to be honest i…

  9. comment
    Comment #37237895

    Fixed, woops.

  10. comment
    Comment #37221952

    Nice improvement!

  11. comment
    Comment #27563217

    Plus notice no mistakes were called out. It was just "don't buy parts from amazon".

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    Comment #27561313

    Fixed this typo and i get what you mean how "one is not like the other" in the title.

  13. comment
    Comment #23317543

    Heya ladberg: * Were you doing direct light sampling (next event estimation)? If so that would explain it. It's the most naive path tracing you can imagine, so it's easier to under…

  14. comment
    Comment #17771423

    Demofox is a jerk!

  15. comment
    Comment #17239009

    See step 1 of the 3 step bulleted list, but yeah, it generalizes to 2 steps with a shared initialization value. Maybe worth noting that if your world has some known starting state …

  16. comment
    Comment #16912899

    I hear you. It's hard to know what a good benchmark would be. Do you have any ideas for what you'd like to see measured and possibly what it's compared against?

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    Comment #16572393

    Gamma still exists! Check out this really nice article for more info "The rehabilitation of gamma" https://poynton.ca/PDFs/Rehabilitation_of_gamma.pdf

  20. comment
    Comment #16570441

    you are totally correct. u16 is more than enough (as is u12 apparently!). F16 is also sufficient. I'll update the text to point this out.

  21. comment
    Comment #16559514

    "hair cells in the ear" isn't how hearing works. That's how balance works :/

  22. comment
    Comment #16544328

    Are you trolling us? The ear drum is how you hear...

  23. comment
    Comment #16537830

    Does this source code help you much with that? It only deals with wave files but can read / write 8, 16, 24 or 32 bit wave files, at whatever sample rate, with however many channel…

  24. comment
    Comment #16536446

    By playing a sound faster I mean changing it's sample rate, without doing anything else.

  25. comment
    Comment #16536365

    I'm the author and didn't make this post on yc, but yes, the implementation is in 680 lines of standalone c++ The point of the article isn't about c++ or why it's a good language f…