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imadr

HN member
Joined
Thu, May 21, 2020, 3:00 PM UTC
HN karma
702
Public activity
69 items

About imadr

Software developer, I love graphics programming, procedural generation, game dev, making interactive tutorials Checkout my website https://imadrahmoune.com

Recent public activity

  1. comment
    Comment #48477533

    Is no one tired else of these repetitive, obviously Claude-made webdesigns?

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    Comment #47313244

    Is it the em dashes? I didn't get the feeling it was AI generated at all

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    Comment #47180684

    Yes and? Let's suppose your statement is 100% true, I genuinely don't see the point of these kinds of comments. Why every time some person/group of people enact an anti-LLM policy …

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    Comment #46633542

    I like your style! Reminds me of https://usgraphics.com/

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    Comment #46633449

    What does this even do? Read most of the page but still didn't understand the project actually is

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    Comment #45131124

    I definitely agree with you that the article lacks mathematical rigor, it's something I'll try to improve in the future. Thanks for the feedback!

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    Comment #45130664

    The roughness reflection slider thingy is trivial to generate with any LLM, however you should try generating the BRDF illustration with: - 3d primitives (arrows, hemisphere) - bil…

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    Comment #45119902

    I took me about 3 months working on it on and off, it amounts to about 3 weeks of full time work. For my other projects I'm just writing everything to a single typescript file and …

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    Comment #45117972

    Yes, in rendering when we talk about “diffuse” reflection we implicitly mean fuzzy reflections due to light penetrating the material and exiting a small distance away from the entr…

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    Comment #45110391

    If i’m not mistaken that’s in part how they came up with micro facet models, or at least to verify their accuracy. Take this paper for example https://www.cs.cornell.edu/~srm/publi…

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    Comment #45110219

    Yes I didn't have time to write a chapter about camera sensors, the human retina, and the whole image formation process. I'll definitely expand on this later on.

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    Comment #45110180

    Again, thanks for the thorough and constructive answer, it doesn't come off as mean, on the contrary I appreciate it :) I strongly agree that teaching is absolutely the best tool f…

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    Comment #45109937

    I wrote everything from scratch in javascript and webgl. You can check the entire source code of the article here: https://imadr.me/pbr/main.js Beaware though, it's a 8000+ lines o…

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    Comment #45109193

    I might be a stupid question but how hard would that be to explain, and to understand? If you had to teach an alien from another universe physically based rendering: - In an exhaus…

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    Comment #45108817

    Thanks for the constructive criticism! A few points I'd like to discuss: Let's suppose the aim of the article was indeed to learn PBR from first principles, what would it look like…

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    Comment #45108269

    I developed this article on firefox desktop and tested it on safari ios, and here I was thinking my testing was exhaustive! I just hope it’s not some obscure webgl bug on android A…

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    Comment #44995570

    And it shouldn't need to. Making (relatively) simple changes like checking-in fixed versions of dependencies in the code base and abstracting away core logic from the platform laye…

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    Comment #44842977

    I haven't used Rust extensively so I can't make any criticism besides that I find compilation times to be slower than C

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    Comment #44828571

    The model has multiple layers which are basically a giant non-linear equation to predict the final shaded pixel, I don't see how it's inherently difference from a shader outputing …

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    Comment #44812307

    Don't you think a sufficiently advanced model will end up emulating what normal 3D engines already do mathematically? At least for the rendering part, I don't see you can "compress…

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