🕸️ Graph Algorithms with Rayon in Rust
A deep and practical look into advanced Rust concurrency, showing how real-world graph workloads reveal both the strengths and boundaries of Rayon’s design.
David Lattimore explains how to implement graph algorithms in Rust using Rayon for data-parallel execution. He analyzes multiple concurrency models, discusses trade-offs in memory usage and composition, and explores how async/await could evolve Rust’s parallel computing landscape.
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🧠 Optimizing Ray Tracing in Haskell (2020)
A precise, experience-driven exploration of Haskell’s performance model—showing how thoughtful tuning can turn theory into real-world speed.
The author shares their journey in building and optimizing a ray tracer in Haskell. Beginning with a simple single-threaded version inspired by ‘Ray Tracing in One Weekend’, they tackle performance bottlenecks like memory overhead from laziness and thunk accumulation. Through incremental optimizations, runtime tuning, and the `deepseq` library, render time was reduced from 33 minutes to 17 seconds.
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🌌 Generalized Worley Noise
A beautifully mathematical exploration of generative texture design—bridging geometry, noise theory, and creative computation.
This article expands on Worley noise—a key procedural texture algorithm—by introducing a family of noise variations based on signed distance functions. Using shapes like squares, boxes, and cones, the author generates new textures through the Bauble 3D graphics playground. The piece showcases how distance-based manipulations can produce rich and expressive surface patterns.
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