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author | Tom Smeding <tom.smeding@gmail.com> | 2020-10-14 17:32:29 +0200 |
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committer | Tom Smeding <tom.smeding@gmail.com> | 2020-10-14 17:32:29 +0200 |
commit | b09bcc44c74b7cd2cccf786fde9e0211e54233ec (patch) | |
tree | 204e17fa4193d092afba856690ad313396e4ada8 /random.html | |
parent | 96e03f1aa88bbd0c7a4ee4a521ff2a4a7e853b88 (diff) |
random: Nathan's post is up again
Diffstat (limited to 'random.html')
-rw-r--r-- | random.html | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/random.html b/random.html index a24337d..7d06a71 100644 --- a/random.html +++ b/random.html @@ -1,5 +1,10 @@ <h3>Generating randomness on a GPU</h3> +<p><i> + It seems the disappearance of Nathan Reed's <a href="http://www.reedbeta.com/blog/quick-and-easy-gpu-random-numbers-in-d3d11/">blog post</a> was temporary, and it's up again. + That means the below is an inferior retelling of his post; please see there. +</i></p> + <p> When doing simulations on a GPU, e.g. for raytracing, one very quickly needs lots and lots of random numbers. There is a huge number of fine random number generators, but on a GPU you often have a very particular problem: you need lots of random numbers in a large array, generated in parallel. |