Richard Paterson
Richard Paterson
@reeperpat.bsky.social
Senior R&D software developer @ Mikros animation
Reposted by Richard Paterson
A nice, visual introduction to reservoir sampling: samwho.dev/reservoir-sa...
Reservoir Sampling
Choosing fairly when you don't know how many you're choosing from.
samwho.dev
May 12, 2025 at 12:39 PM
Reposted by Richard Paterson
New blog post! "Measuring acceleration structures", in which we will compare BVH costs on various GPU architectures and drivers and attempt to understand the details enough on AMD hardware to make sense of the numbers!

Reposts appreciated :)

zeux.io/2025/03/31/m...
Measuring acceleration structures
Hardware accelerated raytracing, as supported by DirectX 12 and Vulkan, relies on an abstract data structure that stores scene geometry, known as “acceleration structure” and often referred to as “BVH...
zeux.io
April 1, 2025 at 4:49 AM
Reposted by Richard Paterson
January 26, 2025 at 5:36 AM
Reposted by Richard Paterson
Did quick experiments with analytic spherical volumes from zero-radiance.github.io/post/analyti...
It works in my renderer just like any other analytic volume (it's not special atmosphere subsystem). Here I use some random colors and sphere size
www.youtube.com/watch?v=8JJE...
Sampling Analytic Participating Media
zero-radiance.github.io
December 5, 2024 at 6:12 PM
Reposted by Richard Paterson
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
December 5, 2024 at 10:12 PM
Reposted by Richard Paterson
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation..., they are missing notes though so to fill in the gaps I recommend this great post from 2023: gpuopen.com/learn/occupa...
gpuopen.com
November 20, 2024 at 1:06 PM
Reposted by Richard Paterson
I put all of my Ray Tracing Gems chapters in one place where you can download them, extracted from books into separate PDFs: boksajak.github.io/blog/RayTrac...
There is:
1. "Ray Traced Shadows"
2. "Reference Path Tracer"
3. "Refraction Ray Cones"
4. "Many Lights With Grid-based Reservoirs"
My Ray Tracing Gems Chapters
boksajak.github.io
October 25, 2024 at 9:21 AM