Tag Archives: mathematics

Transforming “noise” and random variables through non-linearities

This post covers a topic slightly different from my usual ones and something I haven’t written much about before – applied elements of probability theory. We will discuss what happens with “noise” – a random variable – when we apply … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , , , | Leave a comment

Light transport matrices, SVD, spectral analysis, and matrix completion

In this post I’ll describe a small hike into the landscape of using linear algebra methods for analyzing seemingly non-algebraic problems, like light transport. This is very common in some domains of computer science / electrical engineering (seeing everything as … Continue reading

Posted in Code / Graphics | Tagged , , | 1 Comment

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

Posted in Code / Graphics | Tagged , , , , | 3 Comments

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 , , , , , , , , , , , , | 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 , , , , , , , , , | 10 Comments

Dithering part three – real world 2D quantization dithering

In previous two parts of this blog post mini-series I described basic uses mentioned blue noise definition, referenced/presented 2 techniques of generating blue noise and one of many general purpose high-frequency low-discrepancy sampling sequences. In this post, we will look … Continue reading

Posted in Code / Graphics | Tagged , , , , , , , , , , , , | 7 Comments

Dithering part one – simple quantization

Introduction First part of this mini-series 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 , , , , , | 2 Comments

Image dynamic range

Intro This post is a second part of my mini-series 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 , , , , , , , , | 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 , , , , , | 1 Comment