Posts
- May 9, 2025 Understanding The Math Behind ReSTIR GI
- August 26, 2023 Fiber in C++: Understanding the Basics
- December 5, 2022 Understanding The Math Behind ReSTIR DI
- March 9, 2021 Making a Shading Language for my Offline Renderer
- November 13, 2020 Practical Tips for Implementing Subsurface Scattering in a Ray Tracer
- November 29, 2018 Basic Color Science For Graphics Engineer
- July 18, 2018 Sampling Anisotropic Microfacet BRDF
- March 9, 2018 How does PBRT verify BXDF
- November 10, 2016 Volume Rendering in Offline Renderer
- September 7, 2016 Image Based Lighting in Offline and Real-time Rendering
- February 8, 2016 Instant Radiosity in my Renderer
- February 4, 2016 The Missing Primary Ray PDF in Path Tracing
- January 16, 2016 Practical implementation of MIS in Bidirectional Path Tracing
- January 3, 2016 Naive Bidirectional Path Tracing
- December 5, 2015 Physically Based Shading in Games
- November 11, 2015 Glass Material Simulated by Microfacet BXDF
- November 1, 2015 Sampling Microfacet BRDF
- October 22, 2015 Derivation of pure Specular Reflection BRDF
- August 10, 2015 Monte Carlo Integral with Multiple Importance Sampling
- July 20, 2015 Basics about path tracing