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Filmic Worlds

Personal blog · filmicworlds.com/bloggamesprogramming

Filmic Worlds is a personal blog at filmicworlds.com about games and programming. Since 2015, 12 different Hacker News readers have linked it 22 times, most often “Visibility Buffer Rendering with Material Graphs”. It is still writing: the last post was on 2026-06-25, and you can follow it by feed.

Visit the blog
22mentions?
12HN people?
2015–2026first – last linked?
Links on Hacker News per year · peak 5 in 2022

Too few sampled comments (6) to say how often HN recommends it.?

Why HN links it

HN readers link Filmic Worlds for real-time graphics and rendering posts, such as tone mapping, visibility buffer rendering, Fresnel and hyperacuity. One commenter calls its hyperacuity post good.

Summarised by Claude from a sample of 6 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

A simple and clean responsive Jekyll theme for words and photos.

Most-linked posts?

  1. Visibility Buffer Rendering with Material Graphs
    3 people · 3 mentions · first linked 2021-07-07
  2. Everything Has Fresnel (2010)
    2 people · 3 mentions · first linked 2017-06-25
  3. Linear-Space Lighting (i.e. Gamma) (2010)
    2 people · 2 mentions · first linked 2017-02-04
  4. Temporal Super Resolution via Multisampling
    2 people · 2 mentions · first linked 2025-05-15

What Hacker News says?

  1. Square rooting the color is a trick I have used for ages, but I have not frequently seen it elsewhere. It will do pretty much the opposite of multiplying the color by itself - i.e. decrease the contrast and produce a "softer" color space still in the 0-1 range. In general, you can produce a variety of interesting color-space transformations with simple math on the current fragment, as opposed to more complex methods…

    Comment linking /blog/linear-space-lighting-i-e-gamma/

    on “Breakdown of a Simple Ray Tracer”
  2. Submitted Everything Has Fresnel (2010) as a story · 98 points

    HN discussion
  3. Specifically, here's a good blog post explaining hyperacuity, and why 8k is at least marginally better: http://filmicworlds.com/blog/visual-acuity-is-not-what-the-e...

    Comment linking /blog/visual-acuity-is-not-what-the-eye-can-see/

    on “8K is now being broadcast in Japan”
  4. Submitted Command-Line Photogrammetry with AliceVision (Tutorial/Guide) as a story · 3 points

    HN discussion
  5. I've not sat down and watched this yet, but you might appreciate it. https://www.youtube.com/watch?v=DZfhbMc9w0Q Apparently Doom: The Dark Ages switched to Visibility Buffer rendering. Likely because it reduces issues with quad utilization. http://filmicworlds.com/blog/visibility-buffer-rendering-wit...

    Comment linking /blog/visibility-buffer-rendering-with-material-graphs/

    on “GPU-Driven Clustered Forward Renderer”
  6. Submitted Adaptive Catmull-Clark Subdivision with Compute Tessellation as a story · 2 points

    HN discussion
  7. See this follow-up post http://filmicworlds.com/blog/how-to-split-specular-and-diffu...

    Comment linking /blog/how-to-split-specular-and-diffuse-in-real-images/

    on “Everything Has Fresnel (2010)”
  8. Submitted Adaptive Catmull-Clark Subdivision with Compute Tessellation as a story · 2 points

    HN discussion
  9. In games it’s common to have a tone mapping step [1] to map the HDR image to sRGB while maintaining pleasant colors. The exposure parameter is usually dynamically chosen by using the average brightness of a previous frame. [1]: http://filmicworlds.com/blog/filmic-tonemapping-operators/

    Comment linking /blog/filmic-tonemapping-operators/

    on “sRGB Gamut Clipping (2021)”
  10. Submitted Temporal Super Resolution via Multisampling as a story · 2 points

    HN discussion
  11. The classic post on Deferred Texturing is MJP's, if you want to learn more about the technique: https://therealmjp.github.io/posts/bindless-texturing-for-de... Also see the recent post here which covers more benchmarks and details: http://filmicworlds.com/blog/visibility-buffer-rendering-wit...

    Comment linking /blog/visibility-buffer-rendering-with-material-graphs/

    on “Adventures with Deferred Texturing in Horizon Forbidden West”
  12. Submitted Command-Line Photogrammetry with AliceVision (Tutorial/Guide) as a story · 2 points

    HN discussion
  13. Submitted Everything Has Fresnel (2010) as a story · 2 points

    HN discussion
  14. Submitted Visual Acuity is not “What the eye can see” (2015) as a story · 2 points

    HN discussion
  15. Submitted Triangle Tessellation with Clamped Parallelograms as a story · 1 points

    HN discussion
  16. Submitted Temporal Super Resolution via Multisampling as a story · 1 points

    HN discussion
  17. Submitted Upsampling via Multisampling as a story · 1 points

    HN discussion
  18. Submitted Command-Line Photogrammetry with AliceVision (Tutorial/Guide) (2018) as a story · 1 points

    HN discussion
  19. Submitted Visibility Buffer Rendering with Material Graphs as a story · 1 points

    HN discussion
  20. Submitted Linear-Space Lighting (i.e. Gamma) (2010) as a story · 1 points

    HN discussion
  21. Submitted Everything Has Fresnel (2010) as a story · 1 points

    HN discussion
  22. Submitted The Uncanny Valley as FFA Rejection as a story · 1 points

    HN discussion

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