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@meshula
meshula / radiometric-vs-photometric.md
Last active August 21, 2024 15:01
radiometric-vs-photometric.md

Measuring Light

Light is measured in two ways. Radiometry measures the energy impinging on a sensor, and photometry attempts to qualitatively measure light to represent how a human observer experiences light. Radiometry is important when physical metrics must be preserved, such as in simulation tasks, and photometry is important in subjective tasks, such as selecting lights to illuminate a street.


Radiometric Units

Radiometric units measure the physical properties of light, independent of human perception. These units are based on the total energy or power of light across all wavelengths.

To better understand how these radiometric units are related, imagine a conceptual "cube" where each axis represents a dimension of measurement integration:

@dondragmer
dondragmer / CuteSort.hlsl
Created December 5, 2020 00:11
A very fast GPU sort for sorting values within a wavefront
Buffer<uint> Input;
RWBuffer<uint> Output;
//returns the index that this value should be moved to to sort the array
uint CuteSort(uint value, uint laneIndex)
{
uint smallerValuesMask = 0;
uint equalValuesMask = ~0;
//don't need to test every bit if your value is constrained to a smaller range
@pixelsnafu
pixelsnafu / CloudsResources.md
Last active August 28, 2024 14:20
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand

/*
Loading C:\Users\connor\Downloads\models\lucy.obj.
Duration: 1948.9ms
Verts: 14027872
Faces: 28055728
Verts/s: 7197976.0
Faces/s: 14395943.9
MB/s: 605.4
*/
@mattatz
mattatz / Quaternion.hlsl
Last active May 14, 2024 21:22
Quaternion structure for HLSL
#ifndef __QUATERNION_INCLUDED__
#define __QUATERNION_INCLUDED__
#define QUATERNION_IDENTITY float4(0, 0, 0, 1)
#ifndef PI
#define PI 3.14159265359f
#endif
// Quaternion multiplication
@graphitemaster
graphitemaster / openglbb.md
Created July 6, 2017 19:13
OpenGL Black Bible

OpenGL Black Bible

Author: Dale Weiler

Preface

The following is a writeup of the following things I've independently discovered or been told over the years on how to utilize OpenGL effectively. Not everything in here I gurantee to be factually correct - though several others share similar ideas as present here. Take these are your own peril, like everything else - nothing is absolute; so profile to be sure and check the standards if something here is incorrect. These things presented here I've come to accept as being a safe

API Design: Coroutines APIs (Janurary-2017)

I am currently dealing with a lot of libraries at work. Both third party as well as libraries written or being currently in process of being written by me. I absolutely love writing and working with libraries. Especially if they present or bring me to either a new or different approach to solve a problem. Or at least provide a different view.

Over time I noticed however that quite regulary we had to decide that we cannot use a third party library. Often it is the usual reason.

@understeer
understeer / latency.txt
Created January 12, 2017 14:04 — forked from eshelman/latency.txt
HPC-oriented Latency Numbers Every Programmer Should Know
Latency Comparison Numbers
--------------------------
L1 cache reference/hit 1.5 ns 4 cycles
Floating-point add/mult/FMA operation 1.5 ns 4 cycles
L2 cache reference/hit 5 ns 12 ~ 17 cycles
Branch mispredict 6 ns 15 ~ 20 cycles
L3 cache hit (unshared cache line) 16 ns 42 cycles
L3 cache hit (shared line in another core) 25 ns 65 cycles
Mutex lock/unlock 25 ns
L3 cache hit (modified in another core) 29 ns 75 cycles
@reinsteam
reinsteam / atmosphere_clouds_rendering.md
Last active August 9, 2024 13:14
A collection of links to various materials on atmosphere / clouds rendering

Atmosphere / Clouds Rendering

Research papers

Atmosphere

  • A fast, simple method to render sky color using gradients maps [[Abad06]]
  • A Framework for the Experimental Comparison of Solar and Skydome Illumination [[Kider14]]
  • A Method for Modeling Clouds based on Atmospheric Fluid Dynamics [[Miyazaki01]]
  • A Physically-Based Night Sky Model [[Jensen01]]