A Visit to the Sponza Palace’s Atrium
Croatia's must-see tourist destination.
It seemed worth writing up at the time.
Croatia's must-see tourist destination.
We have liftoff.
A short plea for getting the naming right.
A ramble extending Walker's algorithm to sample arbitrary floating-point intervals, later found to be a rederivation of earlier work.
Sampling algorithms can be subtle and tricky, as can be computations that are performed using floating-point arithmetic. This post starts a short series on that topic, starting with the fundamentals: generating uniform random samples between zero and one.
Ending a year of suspense, the numbers are finally in for the fourth edition.
Making a renderer fully deterministic—the same input always giving exactly the same output—has a few tricky corners that were never all addressed in pbrt until the latest version. Achieving that determinism has all sorts of benefits for testing and debugging.
Still in the thick of the task of detecting the presence of bugs in a renderer in the first place, this time the focus is on the value of a large suite of test scenes. Soon soon we will turn to what to do about all of these bugs when we find them.
Some notes on productively detecting bugs when they occur during the course of rendering and a cautionary tale about what can happen when you ignore runtime errors.
Returning, now with intention, to write up some thoughts about how to effectively debug a renderer.