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authorTom Smeding <tom.smeding@gmail.com>2020-10-14 17:32:29 +0200
committerTom Smeding <tom.smeding@gmail.com>2020-10-14 17:32:29 +0200
commitb09bcc44c74b7cd2cccf786fde9e0211e54233ec (patch)
tree204e17fa4193d092afba856690ad313396e4ada8 /random.html
parent96e03f1aa88bbd0c7a4ee4a521ff2a4a7e853b88 (diff)
random: Nathan's post is up again
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<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.