Nathan Reed

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There are 60 posts in total!

2023

Feb 25 Reading Veach’s Thesis, Part 2

2022

Dec 3 Reading Veach’s Thesis
Jan 15 Texture Gathers and Coordinate Precision

2021

Sep 4 git-partial-submodule
Jul 16 Slope Space in BRDF Theory
May 21 Hash Functions for GPU Rendering
Mar 20 Making Your Own Container Compatible With C++20 Ranges

2018

Nov 24 Python-Like enumerate() In C++17
Nov 20 Using A Custom Toolchain In Visual Studio With MSBuild
Sep 29 Mesh Shader Possibilities
Jul 22 Normals and the Inverse Transpose, Part 3: Grassmann On Duals
May 19 Normals and the Inverse Transpose, Part 2: Dual Spaces
Apr 7 Normals and the Inverse Transpose, Part 1: Grassmann Algebra

2017

Dec 12 Flows Along Conic Sections
Nov 26 Conformal Texture Mapping
May 18 Quadrilateral Interpolation, Part 2
Mar 3 A Programmer’s Introduction to Unicode
Feb 12 The Many Meanings of “Shader”

2016

Dec 30 Tessellation Modes Quick Reference
Oct 12 little-py-site
Aug 15 Star Trek: TNG Theme Reorchestration
Feb 18 EEVEE.WAD Doom Map

2015

Aug 17 SIGGRAPH 2015: NVIDIA GameWorks VR
Jul 3 Depth Precision Visualized
Jun 18 Outdoor Computing
Jan 12 Data-Oriented Hash Table

2014

Nov 15 Antialiasing: To Splat Or Not
Nov 2 The Buttered-Toast Model Of Radiometry
Aug 17 Radiometry Versus Photometry
Jul 11 Electronic Music Box
Jun 4 Artist-Friendly HDR With Exposure Values
Apr 14 reed-framework
Apr 3 VR And Multi-GPU
Mar 25 Deferred Texturing
Mar 24 GTC 2014: Advanced Skin Shading with NVIDIA FaceWorks
Jan 24 Why Do Quaternions Double-Cover?

2013

Dec 28 On Vector Math Libraries
Dec 1 reed-util
Sep 18 Three Levels Of Locality In Quantum Physics
Jul 31 How Is The NDF Really Defined?
Jul 10 C++ Compile-Time Array Size
Mar 2 Greg Egan’s Orthogonal: Alternate Physics, Familiar Politics
Feb 6 Visual Studio Debug Visualizer For Half Floats
Jan 12 Quick And Easy GPU Random Numbers In D3D11

2012

Dec 31 The Radiance Field
Oct 15 Nested Complex Numbers
Sep 29 New Ideas In Raytracing
Jul 15 Generating Abstract Images with Random Functions
Jul 14 E=mc2E = mc^2E=mc2 Is Only Half The Story
May 26 Circle of Confusion From The Depth Buffer
May 26 Quadrilateral Interpolation, Part 1
Mar 10 GDC 2012: Ambient Occlusion Fields and Decals in Infamous 2
Feb 12 Understanding BCn Texture Compression Formats

2011

Dec 11 The Shunting-Yard Algorithm
Dec 2 Dark Energy And The Cosmic Horizon
Oct 12 GPU Profiling 101
Sep 18 Rotations And Infinitesimal Generators
Aug 3 Numerically Modeling The Expansion Of The Universe

2007

Jun 30 Dimensions
May 18 Symmetry And Newton’s Law Of Motion

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Recent Posts

  • Reading Veach’s Thesis, Part 2
  • Reading Veach’s Thesis
  • Texture Gathers and Coordinate Precision
  • git-partial-submodule
  • Slope Space in BRDF Theory
  • Hash Functions for GPU Rendering
  • All Posts

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© 2007–2024 by Nathan Reed. Licensed CC-BY-4.0.