
Recent Posts
 Computing gradients on grids of pixels and voxels – forward, central, and… diagonal differences February 28, 2021
 Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset February 15, 2021
 Is this a branch? January 18, 2021
 Converting wavetables to Ableton Operator AMS waves January 5, 2021
 Why are video games graphics (still) a challenge? Productionizing rendering algorithms December 27, 2020
Categories
Tag Archives: mathematics
Tech and scientific writing – graphics, diagram and graph creation tools
Few days ago, I asked a question on twitter: https://twitter.com/BartWronsk/status/919618905319997440 “What is industry/academic standard for diagrams in tech writing? PowerPoint/GoogleDocs diagrams? Dedicated tool like Visio/Dia? Procedural? I usually use first, but far from satisfied…For proc tried SVG,JS,Graphviz,even Mathematica, but results … Continue reading
Cull that cone! Improved cone/spotlight visibility tests for tiled and clustered lighting
In this blog post, I will present some common spotlight culling techniques and propose one small improvement that is able to correct results of cheap, tiled / clustered culling on the CPU/GPU with almost negligible ALU cost. If you know … Continue reading
Posted in Code / Graphics
Tagged cone, culling, geometry, graphics, ideas, lighting, mathematica, mathematics, occlussion, programming, sphere, spot, visibility
9 Comments
Small float formats – R11G11B10F precision
While this post is not yet dithering related, it is in a way a part of my series about dithering. You can check index of all parts here or check the previous part. I will talk here about use of … Continue reading
Posted in Code / Graphics
Tagged float, floating point, floats, graphics, mathematica, mathematics, noise, programming, quantization, rendering
6 Comments
Dithering part three – real world 2D quantization dithering
In previous two parts of this blog post miniseries I described basic uses mentioned blue noise definition, referenced/presented 2 techniques of generating blue noise and one of many general purpose highfrequency lowdiscrepancy sampling sequences. In this post, we will look … Continue reading
Posted in Code / Graphics
Tagged bayer, blue noise, dithering, fourier, graphics, graphics programming, interleaved gradient noise, mathematica, mathematics, maths, noise, programming, sampling
7 Comments
Dithering part one – simple quantization
Introduction First part of this miniseries will focus on more theoretical side of dithering some history and applying it for 1D signals and to quantization. I will try to do some frequency analysis of errors of quantization and how dithering … Continue reading
Posted in Code / Graphics
Tagged dithering, mathematica, mathematics, noise, programming, sampling
2 Comments
Image dynamic range
Intro This post is a second part of my miniseries about dynamic range in games. In this part I would like to talk a bit about dynamic range, contrast/gamma and viewing conditions. You can find the other post in the series here and … Continue reading
Posted in Code / Graphics
Tagged dynamic range, graphics, graphics programming, HDR, mathematica, mathematics, postprocessing, tonemapping, visuals
13 Comments
On pursuit of (good) free mathematics toolbox
Introduction Mathematics are essential part of (almost?) any game programmers work. It was always especially important in work of graphics programmers – all this lovely linear algebra and analytic geometry! – but with more powerful hardware and more advanced GPU … Continue reading
Posted in Code / Graphics
Tagged graphics programming, mathematica, mathematics, python, sublime text, winpython
1 Comment