Skip to content

Instantly share code, notes, and snippets.

@rygorous
rygorous / gist:2203834
Created March 26, 2012 08:03
float->sRGB8 using SSE2 (and a table)
// float->sRGB8 conversions - two variants.
// by Fabian "ryg" Giesen
//
// I hereby place this code in the public domain.
//
// Both variants come with absolute error bounds and a reversibility and monotonicity
// guarantee (see test driver code below). They should pass D3D10 conformance testing
// (not that you can verify this, but still). They are verified against a clean reference
// implementation provided below, and the test driver checks all floats exhaustively.
//
@aras-p
aras-p / preprocessor_fun.h
Last active April 29, 2025 01:49
Things to commit just before leaving your job
// Just before switching jobs:
// Add one of these.
// Preferably into the same commit where you do a large merge.
//
// This started as a tweet with a joke of "C++ pro-tip: #define private public",
// and then it quickly escalated into more and more evil suggestions.
// I've tried to capture interesting suggestions here.
//
// Contributors: @r2d2rigo, @joeldevahl, @msinilo, @_Humus_,
// @YuriyODonnell, @rygorous, @cmuratori, @mike_acton, @grumpygiant,
@dwilliamson
dwilliamson / How I like my C++ math interfaces
Created December 13, 2013 12:47
Can be a little tedious on the fingers (actually, who am I kidding - I rarely modify stuff that it's a pleasure to dip back into a simple set of interfaces now and again).
// ----- math.h --------------------------------------
namespace math
{
// Simple types with exposed data members, no constructors and multiple addressing modes
// No templates in the public API
struct quatf
{
union
@nlguillemot
nlguillemot / main.cpp
Created August 30, 2015 02:22
BasicGL
#include <Windows.h>
#include <GL/gl.h>
#pragma comment(lib, "OpenGL32.lib")
LRESULT CALLBACK MyWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CLOSE:
@paniq
paniq / twistpool.c
Last active August 28, 2019 22:17
Twisting Pool Allocator
/*
Twisting Pool Allocator
=======================
written by Leonard Ritter ([email protected])
This file is in the public domain
I don't know if I was the first one to stumble upon this technique, so
I can't guarantee there's no patent on it, but let's hope there's not,
@bkaradzic
bkaradzic / orthodoxc++.md
Last active April 25, 2025 00:16
Orthodox C++

Orthodox C++

What is Orthodox C++?

Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.

Why not Modern C++?

@Reedbeta
Reedbeta / cool-game-programming-blogs.opml
Last active March 25, 2025 15:03
List of cool blogs on game programming, graphics, theoretical physics, and other random stuff
<?xml version="1.0" encoding="UTF-8"?>
<opml version="1.0">
<head>
<title>Graphics, Games, Programming, and Physics Blogs</title>
</head>
<body>
<outline text="Tech News" title="Tech News">
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/>
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/>
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/>
//
// TinyCRT, revamp and TinyWin support by Don Williamson, 2011
// Based on http://www.codeproject.com/KB/library/tlibc.aspx and LIBCTINY by Matt Pietrek
//
#pragma once
#ifdef USE_DEFAULT_CRT
@h3r2tic
h3r2tic / kajiya-all-the-jiggarays.md
Last active May 22, 2022 00:22
kajiya ray count breakdown

There are two types of rays being traced: shadow and "gbuffer". The latter return gbuffer-style information from hit points, and don't recursively launch more rays. Lighting is done in a deferred way. There is just one light: the sun.

  • irradiance cache: usually fewer than 16k cache entries:

    • main trace: 4/entry * (1 gbuffer ray + 1 shadow ray for the sun)
    • restir validation trace: 4/entry * (1 gbuffer ray + 1 shadow ray for the sun)
    • accessibility check: 16/entry short shadow rays
  • sun shadow pass: 1/pixel shadow ray

  • final gather done at half-res; every third frame is a ReSTIR validation frame, and instead of tracing new candidates, it checks the old ones, and updates their radiance. in addition to that, the validation frame also traces very short contact rays; on paper it seems like it would be doing more work, but it's actually slightly cheaper, so I'm counting conservatively here: