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solid-angle.blogspot.com
| | therealmjp.github.io
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| | This is part 1 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 -A Brief (and Incomplete) History of Baked Lighting Representations Part 2 -Spherical Gaussians 101 Part 3 -Diffuse Lighting From an SG Light Source Part 4 -Specular Lighting From an SG Light Source Part 5 -Approximating Radiance and Irradiance With SG's
| | blog.demofox.org
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| | https://demofox2.files.wordpress.com/2020/05/spot.png Make sure and click the images in this post and view them at full size. Noise (especially blue noise) tends to disappear in smaller images. There are 3 shadertoys that go with this post where you can see the techniques in action and see the source code of the implementations. Spherical Directional Light: https://www.shadertoy.com/view/3sfBWs...
| | blog.42yeah.is
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| | [AI summary] A deep dive into rendering graphics techniques using spherical harmonics and precomputed radiance transfer to achieve real-time, global illumination on diffuse surfaces.
| | kosmonautblog.wordpress.com
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| The main goal is to expand our technique to work with multiple volume textures, both from multiple instances of the same signed distance field and different meshes altogether. I will also explore sub-surface scattering and AO.