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www.chrisritchie.org
| | bartwronski.com
8.8 parsecs away

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| | Local tonemapping in action. HDRI texture credit: Greg Zaal, CC0. In this post I want to close the loop and come back to the topic I described ~6y ago! Local tonemapping (I'll refer to it as LTM) - a component I considered a missing piece in video games rendering, especially with physically-based pipelines and using...
| | blog.demofox.org
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| | This post explains how to use sliced optimal transport to make blue noise point sets. The plain, well commented C++ code that goes along with this post, which made the point sets and diagrams, is at https://github.com/Atrix256/SOTPointSets. This is an implementation and investigation of "Sliced Optimal Transport Sampling" by Paulin et al (http://www.geometry.caltech.edu/pubs/PBCIW+20.pdf).?They also have...
| | chromakode.com
8.7 parsecs away

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| | Max Goodhart's personal journal and sketchbook.
| | www.deviantart.com
33.6 parsecs away

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| Quite - artwork by kleinerteddy on DeviantArt. Published: 2026-01-09 · Likes: 103 · Views: 6706 · Comments: 9 · Tags: photography, vintage