Work in progress: 181,232 of 181,233 sites checked so far, more every week · updated 2 Nov 2026Missing a blog? Tell us

Top all-time · #23934

A

A Graphics Guy's Note

Personal blog · agraphicsguynotes.com/postsprogrammingmath

A Graphics Guy's Note is a personal blog at agraphicsguynotes.com about programming and math. Since 2023, 3 different Hacker News readers have linked it 7 times. It is still writing: the last post was on 2026-10-29, and you can follow it by feed.

Visit the blog
7mentions?
3HN people?
2023–2026first – last linked?
Links on Hacker News per year · peak 4 in 2026

Too few sampled comments (2) to say how often HN recommends it.?

Why HN links it

Linked by HN readers in threads on real-time rendering topics, including weighted reservoir sampling for ReSTIR and Lambert versus physically based shading in Unreal Engine. The comments cite the posts without judging them.

Summarised by Claude from a sample of 2 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

This is my personal blog where I dump some notes that I think is useful.

What Hacker News says?

  1. The Weighted Reservoir Sampling (WRS) variant is used in ReSTIR (spatiotemporal reservoir resampling for real-time ray tracing). Which is a stochastic light transport estimator with inbuilt spatiotemporal denoising. A light transport estimator is trying to figure out how much light flows through a scene ( https://en.wikipedia.org/wiki/Radiance ). For that it has to integrate the radiance across all the possible path…

    Comment linking /posts/understanding_the_math_behind_restir_di/

    on “Reservoir Sampling”
  2. Submitted Building a Fiber-Based Job System from Scratch as a story · 2 points

    HN discussion
  3. Very few projects change the default diffuse lighting algorithm for raster graphics in UE, which is Lambert shading. It has a particular "look" that reminds me of really early use of graphics shaders in games [0]. 0: https://agraphicsguynotes.com/posts/physically_based_shading...

    Comment linking /posts/physically_based_shading_in_games/

    on “Microsoft Fire IdTech Team at Id Software”
  4. Submitted Making a Shading Language for My Offline Renderer as a story · 1 points

    HN discussion
  5. Submitted Procedural UV Derivatives Evaluation in Sort Renderer as a story · 1 points

    HN discussion
  6. Submitted Understanding the Math Behind ReSTIR GI as a story · 1 points

    HN discussion
  7. Submitted Fiber in C++: Understanding the Basics as a story · 1 points

    HN discussion

Search all of HN for agraphicsguynotes.com