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seblagarde.wordpress.com
| | 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
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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).
| | filmicworlds.com
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| | One of the problems that has been bothering me for several years is that it seems like there should be a way to speed up the Fresnel and Visibility functions by combining them together. In particular, Schlick-Fresnel and the Schlick-Smith Visibility term have a similar shape so I've done some experiments to combine them together. The results are above with the reference version on the left and the approximation on the right.
| | lea.codes
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| A short tutorial on WebGL and Shaders