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advances.realtimerendering.com
| | therealmjp.github.io
8.6 parsecs away

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| | Lately I've been thinking about things in graphics that have long worn out their welcome, and I started a list of techniques that I hope will be nowhere in sight once everyone moves on to next-gen console hardware (or starts truly exploiting high-end PC hardware). Here they are, in no particular order: Phong/Blinn-Phong - we need more expressive BRDF's for our materials, and these guys are getting in the way. Phong is just plain bad, as it doesn't even produce realistic streaks at glancing angles (due to using the reflection vector and not the halfway vector like with microfacet-based BRDF's).
| | leifnode.com
8.2 parsecs away

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| | I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global
| | users.cg.tuwien.ac.at
8.2 parsecs away

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| | Visit the post for more.
| | reindernijhoff.net
96.8 parsecs away

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| Since the introduction of the Nvidia RTX graphics cards last summer, ray tracing is back again. In the last months, my Twitter feed flooded with a continuous stream of RTX On / RTX Off comparisons. After seeing so many nice