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41554 blogs · [ { "id": "01a08721-0821-72ea-8e71-255dee16ed7d", "title": "Procedural UV Derivatives Evaluation in SORT Renderer", "url": "https://agraphicsguynotes.com/posts/procedural_uv_derivatives_evaluation_in_sort_renderer/", "published_at": "2026-06-07T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255dee464bb0", "title": "Understanding The Math Behind ReSTIR GI", "url": "https://agraphicsguynotes.com/posts/understanding_the_math_behind_restir_gi/", "published_at": "2025-05-09T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255deed9d1ea", "title": "Fiber in C++: Understanding the Basics", "url": "https://agraphicsguynotes.com/posts/fiber_in_cpp_understanding_the_basics/", "published_at": "2023-08-26T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255defa2a053", "title": "Understanding The Math Behind ReSTIR DI", "url": "https://agraphicsguynotes.com/posts/understanding_the_math_behind_restir_di/", "published_at": "2022-12-05T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df032bc5c", "title": "Making a Shading Language for my Offline Renderer", "url": "https://agraphicsguynotes.com/posts/making_a_shading_langauge_for_my_offline_renderer/", "published_at": "2021-03-09T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df06882b0", "title": "Practical Tips for Implementing Subsurface Scattering in a Ray Tracer", "url": "https://agraphicsguynotes.com/posts/practical_tips_for_implementing_subsurface_scattering_in_a_ray_tracer/", "published_at": "2020-11-13T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df0b6e20b", "title": "Basic Color Science For Graphics Engineer", "url": "https://agraphicsguynotes.com/posts/basic_color_science_for_graphcis_engineer/", "published_at": "2018-11-29T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df0c6e507", "title": "Sampling Anisotropic Microfacet BRDF", "url": "https://agraphicsguynotes.com/posts/sample_anisotropic_microfacet_brdf/", "published_at": "2018-07-18T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df1b3d01b", "title": "How does PBRT verify BXDF", "url": "https://agraphicsguynotes.com/posts/how_does_pbrt_verify_bxdf/", "published_at": "2018-03-09T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df27f5302", "title": "Volume Rendering in Offline Renderer", "url": "https://agraphicsguynotes.com/posts/volume_rendering_in_offline_renderer/", "published_at": "2016-11-10T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df2f7ef5c", "title": "Image Based Lighting in Offline and Real-time Rendering", "url": "https://agraphicsguynotes.com/posts/image_based_lighting_in_offline_and_realtime_rendering/", "published_at": "2016-09-07T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df3800a2c", "title": "Instant Radiosity in my Renderer", "url": "https://agraphicsguynotes.com/posts/instant_radiosity_in_my_renderer/", "published_at": "2016-02-08T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df4127858", "title": "The Missing Primary Ray PDF in Path Tracing", "url": "https://agraphicsguynotes.com/posts/the_missing_primary_ray_pdf_in_path_tracing/", "published_at": "2016-02-04T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df46e9207", "title": "Practical implementation of MIS in Bidirectional Path Tracing", "url": "https://agraphicsguynotes.com/posts/practical_implementation_of_mis_in_bidirectional_path_tracing/", "published_at": "2016-01-16T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df55b9478", "title": "Naive Bidirectional Path Tracing", "url": "https://agraphicsguynotes.com/posts/naive_bidirectional_path_tracing/", "published_at": "2016-01-03T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df5bba0b3", "title": "Physically Based Shading in Games", "url": "https://agraphicsguynotes.com/posts/physically_based_shading_in_games/", "published_at": "2015-12-05T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df60b2cc6", "title": "Glass Material Simulated by Microfacet BXDF", "url": "https://agraphicsguynotes.com/posts/glass_material_simulated_by_microfacet_bxdf/", "published_at": "2015-11-11T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df61202c6", "title": "Sampling Microfacet BRDF", "url": "https://agraphicsguynotes.com/posts/sample_microfacet_brdf/", "published_at": "2015-11-01T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df6ba439a", "title": "Derivation of pure Specular Reflection BRDF", "url": "https://agraphicsguynotes.com/posts/derivation_of_pure_specular_reflection_brdf/", "published_at": "2015-10-22T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df76e2ce8", "title": "Monte Carlo Integral with Multiple Importance Sampling", "url": "https://agraphicsguynotes.com/posts/monte_carlo_integral_with_multiple_importance_sampling/", "published_at": "2015-08-10T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df790ca9a", "title": "Basics about path tracing", "url": "https://agraphicsguynotes.com/posts/basics_about_path_tracing/", "published_at": "2015-07-20T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df87183be", "title": "Directional Light Map from the Ground Up", "url": "https://agraphicsguynotes.com/posts/directional_light_map_from_the_groud_up/", "published_at": "2015-06-24T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df9051503", "title": "Unleash the power of Direct3D 12", "url": "https://agraphicsguynotes.com/posts/unleash_the_power_of_direct3d_12/", "published_at": "2015-06-17T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df950f0ab", "title": "Tessellation on DX11", "url": "https://agraphicsguynotes.com/posts/tessellation_on_d3d11/", "published_at": "2015-06-16T00:00:00+00:00" }, { "id": "01a08721-0821-72ea-8e71-255df9badadc", "title": "About Myself", "url": "https://agraphicsguynotes.com/about/", "published_at": null }, { "id": "01a08721-0821-72ea-8e71-255dfa268b00", "title": "shader A (no_deriv.ssl)", "url": "https://agraphicsguynotes.com/source/no_deriv/", "published_at": null }, { "id": "01a08721-0821-72ea-8e71-255dfa67f3c7", "title": "shader B (deriv_minimal.ssl)", "url": "https://agraphicsguynotes.com/source/deriv_minimal/", "published_at": null }, { "id": "01a08721-0821-72ea-8e71-255dfb169f80", "title": "shader C (no_deriv_2k.ssl)", "url": "https://agraphicsguynotes.com/source/no_deriv_2k/", "published_at": null }, { "id": "01a08721-0821-72ea-8e71-255dfbebd935", "title": "shader D (deriv_2k.ssl)", "url": "https://agraphicsguynotes.com/source/deriv_2k/", "published_at": null }, { "id": "01a08721-0821-72ea-8e71-255dfc746580", "title": "shader E (deriv_fold_2k.ssl)", "url": "https://agraphicsguynotes.com/source/deriv_fold_2k/", "published_at": null } ] posts
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2026
Procedural UV Derivatives Evaluation in SORT Renderer
original ↗
7 Jun 2026
2025
Understanding The Math Behind ReSTIR GI
original ↗
9 May 2025
2023
Fiber in C++: Understanding the Basics
original ↗
26 Aug 2023
2022
Understanding The Math Behind ReSTIR DI
original ↗
5 Dec 2022
2021
Making a Shading Language for my Offline Renderer
original ↗
9 Mar 2021
2020
Practical Tips for Implementing Subsurface Scattering in a Ray Tracer
original ↗
13 Nov 2020
2018
Basic Color Science For Graphics Engineer
original ↗
29 Nov 2018
Sampling Anisotropic Microfacet BRDF
original ↗
18 Jul 2018
How does PBRT verify BXDF
original ↗
9 Mar 2018
2016
Volume Rendering in Offline Renderer
original ↗
10 Nov 2016
Image Based Lighting in Offline and Real-time Rendering
original ↗
7 Sept 2016
Instant Radiosity in my Renderer
original ↗
8 Feb 2016
The Missing Primary Ray PDF in Path Tracing
original ↗
4 Feb 2016
Practical implementation of MIS in Bidirectional Path Tracing
original ↗
16 Jan 2016
Naive Bidirectional Path Tracing
original ↗
3 Jan 2016
2015
Physically Based Shading in Games
original ↗
5 Dec 2015
Glass Material Simulated by Microfacet BXDF
original ↗
11 Nov 2015
Sampling Microfacet BRDF
original ↗
1 Nov 2015
Derivation of pure Specular Reflection BRDF
original ↗
22 Oct 2015
Monte Carlo Integral with Multiple Importance Sampling
original ↗
10 Aug 2015
Basics about path tracing
original ↗
20 Jul 2015
Directional Light Map from the Ground Up
original ↗
24 Jun 2015
Unleash the power of Direct3D 12
original ↗
17 Jun 2015
Tessellation on DX11
original ↗
16 Jun 2015
Undated
About Myself
original ↗
—
shader A (no_deriv.ssl)
original ↗
—
shader B (deriv_minimal.ssl)
original ↗
—
shader C (no_deriv_2k.ssl)
original ↗
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shader D (deriv_2k.ssl)
original ↗
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shader E (deriv_fold_2k.ssl)
original ↗
—