Journal
animated explainers · rendering · sampling
Journal
Rendering, explained visually
Short animated explainers on the math behind real-time and offline graphics. Every video comes with its measurements underneath.
6:01
The Penumbra Condition — Radiance Cascades in Flatland
Why a shadow is crisp at the washer drum and blurry down the aisle, and the global-illumination trick built on that.
5:43
The Half-Vector Jacobian — Visible Normals of Isotropic GGX
Why sunset glare on a wet road is so hard to render cleanly, and the trick that fixes it.
5:29
The Toksvig Factor: Specular Exponent from Normal Length
Why distant metal in games fizzes and sparkles as you move, and how to calm it.
5:08
Shadow Map Bias as Geometric Error
Why game shadows come out striped or float off people's feet, and the one setting behind both.
4:38
Multiple Importance Sampling and the Balance Heuristic
Those stray white dots in a noisy render are called fireflies, and one simple blend makes them go away.
3:41
Light Sampling and the Area Jacobian
Aim your rays at a lamp and forget one small factor, and the whole room comes out at the wrong brightness.
4:11
Solid Angle and the Rendering Equation
Why a skylight overhead lights a room far more than the same window low on the wall.
4:49
Importance Sampling: Phong Lobe vs Cosine
Two ways to aim the same rays: one leaves bright speckles, the other leaves dark holes.
4:06
Reprojection and Depth Discontinuities
Why a character moving in front of a wall can leave a smeared trail behind them in games.
4:19
Temporal Accumulate vs TAA Ghosting
The ghostly trails behind moving objects in modern games, and the trick that erases them.
4:12
Tone Mapping: Scene-Referred to Display-Referred
Why the sun in a photo blows out to flat white, and how renderers squeeze real brightness onto a screen.
4:56
Split-Sum Image-Based Lighting
How games make shiny objects reflect a whole room without tracing a single ray.
4:19
Parallax Occlusion Mapping: Height March, Flat Silhouette
Game bricks that look deep head-on turn out to be painted flat once you see them edge-on.
3:54
Anisotropic Footprints: Jacobian, Ellipse, Over-Blur
Why floor textures in games turn to mush when you look along them, and how to keep them sharp.
4:15
How a mipmap presents in the scene
Distant brick walls in games blur on purpose, because the alternative is a crawling, shimmering mess.