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Chris’ Graphics Blog

Personal blog · wallisc.github.ioprogramming

Chris’ Graphics Blog is a personal blog at wallisc.github.io about programming. Since 2020, 8 different Hacker News readers have linked it 9 times, most often “Optimizing Triangles for a Full-Screen Pass”. It is still writing: the last post was on 2024-11-15, and you can follow it by feed.

Visit the blog
9mentions?
8HN people?
2020–2025first – last linked?
Links on Hacker News per year · peak 4 in 2020

Too few sampled comments (3) to say how often HN recommends it.?

Why HN links it

HN commenters link this graphics blog for rendering technique posts: a note on fullscreen triangle passes and a two-part series on volumetric rendering. No comment judges the writing itself.

Summarised by Claude from a sample of 3 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

This is my graphics blog where I’ll post about graphics programming. Probably.

Most-linked posts?

  1. Optimizing Triangles for a Full-Screen Pass
    3 people · 3 mentions · first linked 2021-04-19
  2. Volumetric Rendering, Part 1
    3 people · 3 mentions · first linked 2020-05-04

What Hacker News says?

  1. Sorry, I didn't mean for my comment to sound too harsh. I just dislike these "lost art" or "what your doctor didn't know about" style headlines. I appreciate that there are people working on graphics/GPU programming and I didn't mean to shut you down or anything. At any rate: > Traditional graphics APIs like OpenGL are centered around a fixed-function pipeline tailored [...] render passes to accomplish multi-stage a…

    Comment linking /rendering/2021/04/18/Fullscreen-Pass.html

    on “Running GPT-2 in WebGL: Rediscovering the Lost Art of GPU Shader Programming”
  2. Submitted Machine Learning on the GPU – Case Study: Open Image Denoise as a story · 2 points

    HN discussion
  3. > gl.drawArrays(gl.TRIANGLES, 0, 6); Using 2 tris for this isn’t ideal because you will get duplicate fragment invocations along the horizontal seam where the triangles meet. It is slightly more efficient to use one larger triangle extending outside the viewport, the offscreen parts will be clipped and not generate any additional fragments. [1]: https://wallisc.github.io/rendering/2021/04/18/Fullscreen-Pa...

    Comment linking /rendering/2021/04/18/Fullscreen-Pass.html

    on “Running GPT-2 in WebGL: Rediscovering the Lost Art of GPU Shader Programming”
  4. Submitted Volumetric Rendering Part 1 as a story · 2 points

    HN discussion
  5. and the part-2 is here: https://wallisc.github.io/rendering/2020/05/02/Volumetric-Re...

    Comment linking /rendering/2020/05/02/Volumetric-Rendering-Part-2.html

    on “Volumetric Rendering Part 1”
  6. Submitted Volumetric Rendering Part 1 as a story · 2 points

    HN discussion
  7. Submitted Volumetric Rendering, Part 1 as a story · 2 points

    HN discussion
  8. Submitted Optimizing triangles for a full-screen shader pass as a story · 1 points

    HN discussion
  9. Submitted Optimizing Triangles for a Full-Screen Pass as a story · 1 points

    HN discussion

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