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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.
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?
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”Submitted Building a Fiber-Based Job System from Scratch as a story · 2 points
HN discussionVery 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”Submitted Making a Shading Language for My Offline Renderer as a story · 1 points
HN discussionSubmitted Procedural UV Derivatives Evaluation in Sort Renderer as a story · 1 points
HN discussionSubmitted Understanding the Math Behind ReSTIR GI as a story · 1 points
HN discussionSubmitted Fiber in C++: Understanding the Basics as a story · 1 points
HN discussion