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| | auzaiffe.wordpress.com
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| | In this blog post, you will find an implementation for importance sampling a VNDF (GGX-Smith) isotropic distribution that is 15% faster than the current state of the art and doesn't require building a local basis. Here is the HLSL implementation: float3 sample_vndf_isotropic(float2 u, float3 wi, float alpha, float3 n) { // decompose the floattor in...
| | therealmjp.github.io
4.1 parsecs away

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| | So I'm hoping that if you're reading this, you've already attended or read the slides from my presentation about The Order: 1886 that was part of the Physically Based Shading Course at SIGGRAPH last week. If not, go grab them and get started! If you haven't read through the course notes already there's a lot of good info there, in fact there's almost 30 pages worth! The highlights include: Full description of our Cook-Torrance and Cloth BRDF's, including a handy optimization for the GGX Smith geometry term (for which credit belongs to Steve McAuley) Analysis of our specular antialiasing solution Plenty of details regarding the material scanning process HLSL sample code for the Cook-Torrance BRDF's as well as the specular AA roughness modification Lots of bea...
| | alain.xyz
3.7 parsecs away

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| | A review of material models used in real-time renderers and ray tracing engines.
| | jamie-wong.com
21.9 parsecs away

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| [AI summary] The author explains how to render metaballs using WebGL by leveraging the GPU for parallel pixel computation through the OpenGL programmable pipeline.