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> Convolution Nice idea, but I'm also planning a book on advanced cuda programming, and I will cover convolutions there, I'll think if it is interesting to hav
by somethingsome 2y ago
> Convolution
Nice idea, but I'm also planning a book on advanced cuda programming, and I will cover convolutions there, I'll think if it is interesting to have some kind of cross chapter that is valid for both books.
> Noises
I cover those in normal mapping
> anisotropy
I have a full chapter on brdf that includes anysotropy for raster and raytracing, I use it also to derive anisotropic filtering
> Color spaces
I have to make choices, and I don't think I'll cover in depth color spaces, it's a topic I know, but I find it very annoying to write about, in particular, making it fun to read is difficult
> acceleration structures
I will have a short section on them as I use them for raytracing, at the moment I use only a basic octree, but I could expand to include other partitioning structures if that does not make the book too heavy to read
> diffusion processes and 2d/3d solvers
Will be better in the cuda book
> complex numbers
I derive complex, quaternions, and geometric algebra for rotations
> orbit based fractals
I'm not familiar with this topic, apart from basic fractal rendering, I'll look into it
You may find this paper fun to read https://arxiv.org/abs/2402.06184 https://arxiv.org/abs/2402.06184 even if it's not exactly about their rendering
> metropolis sampling
I do not expect to write about mcmc and metropolis in this book, but I keep the idea
> Demoscene
I need to ask a friend that worked in the Demoscene if he would be interested in write something, but I'm not the right person to write about it as I only have a summary knowledge of it, I'm afraid that will be out of scope
Thanks very much for all the ideas!