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Matt Pharr’s blog

It seemed worth writing up at the time.

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Latest posts

A Visit to the Sponza Palace’s Atrium

Croatia's must-see tourist destination.

Some News About the 4th Edition of Physically Based Rendering

We have liftoff.

Let’s Stop Calling it “GGX”

A short plea for getting the naming right.

Sampling in Floating Point (2/3): 1D Intervals

A ramble extending Walker's algorithm to sample arbitrary floating-point intervals, later found to be a rederivation of earlier work.

Sampling in Floating Point (1/3): The Unit Interval

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.

Update: Some Analysis of Physically Based Rendering’s Bibliography

Ending a year of suspense, the numbers are finally in for the fourth edition.

Debugging Your Renderer (5/n): Rendering Deterministically

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.

Debugging Your Renderer (4/n): End-to-end tests (or, “why did that image change?”)

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.

Debugging Your Renderer (3/n): Assertions (and on not sweeping things under the rug)

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.

Debugging Your Renderer (2/n): Unit Tests

Returning, now with intention, to write up some thoughts about how to effectively debug a renderer.