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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...
| | interplayoflight.wordpress.com
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| | Recently, I've been playing Metro: Exodus on Series X a second time, after the enhanced edition was released, just to study the new raytraced GI the developers added to the game (by the way, the game is great and worth playing anyway). What makes this a bigger achievement is that the game runs at 60fps...
| | placeholderart.wordpress.com
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| | In this post I will cover implementing and optimizing runtime environment map filtering for image based lighting (IBL). Before we get started, this approach is covered in depth in Real Shading in Unreal Engine 4and Moving Frostbite to Physically Based Rendering, you should really check them out if you want more background and information than...
| | alain.xyz
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| A review of the rendering architecture of Control, reviewing their ray tracer, rendering architecture, and technical art direction.