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 · #25690

N

Naty Hoffman

Personal blog · renderwonk.com/blogprogrammingscience

Naty Hoffman writes RenderWonk, a personal blog at renderwonk.com about programming and science. Since 2014, 3 different Hacker News readers have linked it 3 times. The last post was in 2008, but the archive is still widely read.

Visit the blog
3mentions?
3HN people?
2014–2015first – last linked?
Links on Hacker News per year · peak 2 in 2014

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

Why HN links it

Linked for Naty Hoffman's rendering resources, including SIGGRAPH physically based shading course notes and tonemapping and linear-lighting material. Commenters cite them as sources in WebGL and shading threads.

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.

Graphics musings by Naty Hoffman

Most-linked posts?

  1. /publications/s2010-shading-course/
    2 people · 2 mentions · first linked 2014-03-19

What Hacker News says?

  1. I do tonemapping in a final compositing step of deferred rendering. Here are formulas: http://filmicgames.com/archives/75 John Hable did a great job proselytizing virtues of linear space lighting and proper tonemapping. http://filmicgames.com/archives/category/tonemapping http://filmicgames.com/archives/category/gamma There have been also SIGGRAPH course if you want to delve-in deeper: http://renderwonk.com/publicat…

    Comment linking /publications/s2010-color-course/

    on “Rendering Head in WebGL”
  2. Raytracing may be conceptually the most natural but it's not always the best choice for a lot of these cases - displacement, motion blur, depth of field and anti-aliasing are still often handled much more quickly by micropolygon/scanline rendering even if the lighting and shading is raytraced. Hair and fur is pretty problematic with raytracing too. That said, physically-based shading is massively easier to art-direc…

    Comment linking /publications/s2010-shading-course/

    on “PowerVR GR6500: Ray tracing is the future and the future is now”
  3. Previous years: http://blog.selfshadow.com/publications/s2014-shading-course... http://blog.selfshadow.com/publications/s2013-shading-course... http://blog.selfshadow.com/publications/s2012-shading-course... http://advances.realtimerendering.com/s2011/index.html (not sure there was one in 2011...) http://renderwonk.com/publications/s2010-shading-course/ This is a good, high-level intro: https://www.marmoset.co/toolb…

    Comment linking /publications/s2010-shading-course/

    on “Physically Based Shading in Theory and Practice”

Search all of HN for renderwonk.com