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Nathan Reed's coding blog

Graphics programming demos and other projects.

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Nathan Reed

1721 M●●●●●●er Ave

Mil●●●tas , California, 95035

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1.42●●●●2532
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Nathan Reed

1721 M●●●●●●er Ave

Mil●●●tas , California, 95035

United States

1.42●●●●2532
na●●●●●●●●●●●●@gmail.com

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Nathan Reed

1721 M●●●●●●er Ave

Mil●●●tas , California, 95035

United States

1.42●●●●2532
na●●●●●●●●●●●●@gmail.com

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Nathan Reed's coding blog | reedbeta.com Reviews
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Graphics programming demos and other projects.
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1 nathan reed
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4 résumé
5 about me
6 depth precision visualized
7 math
8 read more…
9 outdoor computing
10 data oriented hash table
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Nathan Reed's coding blog | reedbeta.com Reviews

https://reedbeta.com

Graphics programming demos and other projects.

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1

Misc – Nathan Reed's coding blog

http://www.reedbeta.com/blog/category/misc

June 18, 2015 · Misc. Middot; 1 comment. As I write this, I’m sitting on my patio with my laptop. It’s a lovely California summer afternoon, sunny with a cool breeze; I’ve got a glass of iced tea at my side, and nature all around. What could be a better environment for getting some coding done or catching up on research papers? Working outdoors is soothing and relaxing, conducive to concentration and creativity. There’s just one problem: I can hardly see the words I’m typing! Antialiasing: To Splat Or Not.

2

Radiometry Versus Photometry – Nathan Reed's coding blog

http://www.reedbeta.com/blog/2014/08/17/radiometry-versus-photometry

Laquo; Electronic Music Box. The Buttered-Toast Model Of Radiometry. August 17, 2014 · Graphics. Middot; No comments. Note: this post is adapted from an answer I wrote for the Computer Graphics StackExchange beta, which was shut down a couple of weeks ago. A dump of all the CGSE site data can be found on Area 51. Each radiometric unit has a corresponding photometric unit, in which flux (energy per unit time, aka power) is replaced with luminous flux. Luminous flux is a. So, a given amount of. Flux depend...

3

Artist-Friendly HDR With Exposure Values – Nathan Reed's coding blog

http://www.reedbeta.com/blog/2014/06/04/artist-friendly-hdr-with-exposure-values

Laquo; VR And Multi-GPU. Artist-Friendly HDR With Exposure Values. June 4, 2014 · Coding. Middot; 15 comments. And the SIGGRAPH Physically-Based Shading courses. But what I don’t see talked about so often is the other end of things: how do you acquire and author the HDR assets to render in your spiffy new physically-based engine? In this article, I’d like to offer some thoughts on the subject of making HDR rendering as artist-friendly as possible. Fortunately, photographers have been dealing with this is...

4

Eye Candy – Nathan Reed's coding blog

http://www.reedbeta.com/blog/category/eye-candy

Antialiasing: To Splat Or Not. November 15, 2014 · Coding. Middot; 8 comments. Note: this post is adapted from an answer I wrote for the Computer Graphics StackExchange beta, which was shut down a few months ago. A dump of all the CGSE site data can be found on Area 51. The Buttered-Toast Model Of Radiometry. November 2, 2014 · Eye Candy. Middot; 1 comment. Building technical fluency with these concepts requires one to sit down and practice working with the math directly, and nothing can substitute for t...

5

Data-Oriented Hash Table – Nathan Reed's coding blog

http://www.reedbeta.com/blog/2015/01/12/data-oriented-hash-table

Laquo; Antialiasing: To Splat Or Not. January 12, 2015 · Coding. Middot; 10 comments. The central tenet of cache-efficient data structures is to keep things flat and linear. For example, under most circumstances, to store a sequence of items you should prefer a flat array over a linked list—every pointer you have to chase to find your data adds a likely cache miss, while flat arrays can be prefetched and enable the memory system to operate at peak efficiency. With 64-bit hash values. (I didn’t ...Separat...

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Occlusion that needs Forward Shading | Filmic Worlds

http://www.filmicworlds.com/2014/06/09/occlusion-that-needs-forward-shading

Occlusion that needs Forward Shading. Posted by John Hable. On June 9, 2014. As mentioned in the last post, many materials out there need some kind of custom shading model to look correct. If you wanted to do all those materials with a fat G buffer, your G buffer would quickly become way too fat. So to get that kind of shader generality on todays GPUs you probably need forward shading. 1 Spherical Harmonic AO. Also, the cost could be considered negative. It’s common to need many shadowed lights...In some...

knarkowicz.wordpress.com knarkowicz.wordpress.com

Octahedron normal vector encoding | Krzysztof Narkowicz

https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding

Engine / Graphics Programmer. Simple GPUView custom event markers. Digital Dragons 2014 Programming Track →. Octahedron normal vector encoding. April 16, 2014. Are a simple and clever extension of octahedron environment maps [ED08]. The idea is to encode normals by projecting then on a octahedron, folding it and placing on one square. This gives some nice properties like quite uniform value distribution and low encoding and decoding cost. 10 : -1.0 ); } float2 Encode( float3 n ) { n /= ( abs( n.x...Nxy :...

interplayoflight.wordpress.com interplayoflight.wordpress.com

An educational, normalised, Blinn-Phong shader | Interplay of Light

https://interplayoflight.wordpress.com/2013/12/23/an-educational-normalised-blinn-phong-shader

An educational, normalised, Blinn-Phong shader. Recently I had a discussion with an artist about Physically based rendering and the normalized BlinnPhong reflection model. He seemed to have some trouble visualising how it works and the impact it might have in-game. I thought I might share it here as well in case someone else finds it useful ( complete FX Composer project. Starting with the most significant shader compoment, specular normalisation. Normalising the specular has a similar effect which becom...

hilaryparker.com hilaryparker.com

Creating a random calendar with R | Not So Standard Deviations

https://hilaryparker.com/2013/01/14/random-calendar

Not So Standard Deviations. A statistics (etc.) blog by Hilary Parker. Skip to primary content. Creating a random calendar with R. January 14, 2013. Is my life. But it’s so satisfying when you write a program that saves you time! Here is an example. In R that would automatically generate a random calendar for the TAs, write these calendars to CSV documents that I could then upload to a master Google Calendar. It has worked wonderfully! Package. To assign TAs, it’s best to think about the dates ...Now tha...

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Tom Hammersley's Graphics and Games Development Blog: Job Graphs in C++ 11

http://tomhammersley.blogspot.com/2012/11/job-graphs-in-c-11.html

Tom Hammersley's Graphics and Games Development Blog. Games programming, graphics programming, and general software development. Friday, 2 November 2012. Job Graphs in C 11. I've recently been experimenting with a lot of the new features in C 11, purely for discovery and experimentation. One major new feature are the threading libraries. As using is the best way of learning, I set upon the task of writing a currently-fashionable task/job-graph system using these new features. C 11 Threading Overview.

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The Roundtable | Making Sense of the Static.

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Nathan Reed's coding blog

July 3, 2015 · Graphics. Middot; 10 comments. Depth precision is a pain in the ass that every graphics programmer has to struggle with sooner or later. Many articles and papers have been written on the topic, and a variety of different depth buffer formats and setups are found across different games, engines, and devices. June 18, 2015 · Misc. Middot; 1 comment. January 12, 2015 · Coding. Middot; 10 comments. Antialiasing: To Splat Or Not. November 15, 2014 · Coding. Middot; 7 comments. To perform antial...

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Algorithms and Time Warps | The universe may be an enormous computer. What is it computing?

Algorithms and Time Warps. The universe may be an enormous computer. What is it computing? Three levels of locality in quantum physics. September 18, 2013. Locality seems to be a deep principle of physics. It’s the idea that what happens at any given place in the universe doesn’t (directly) depend on things happening in other places far away, but only on what’s happening nearby. For instance, the lightspeed limit in relativity guarantees that if you want to know will happen. March 2, 2013. Science fictio...

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