Recent posts
The quest for the "best" random numbers on the GPU
While working with Perlin noise for procedural terrain generation, I noticed that the resulting terrain exhibited some unpleasant repeating patterns. It didn’t take me long to realize that the culprit was the infamous one-liner we have all been guilty of using at some point …
Real-time spectral rendering of the atmospheric medium
This post is an excerpt from my Master’s Thesis, which explains the formal tone and the use of the editorial “we”.
An often ignored aspect of sky and atmosphere rendering is the strong wavelength dependency of the atmospheric medium. This is caused by the …