/explore

Click through on any links that interest you or select the planets on the right to continue exploring the Outer Web.
You are here

seblagarde.wordpress.com
| | benhouston3d.com
4.1 parsecs away

Travel
| | With Physically-based Rendering (PBR) becoming the new standard, we need a simple standard interchange format.
| | auzaiffe.wordpress.com
2.7 parsecs away

Travel
| | 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...
| | blog.wolfire.com
3.2 parsecs away

Travel
| |
| | www.opengl-tutorial.org
30.0 parsecs away

Travel
| Free tutorials for modern Opengl (3.3 and later) in C/C++