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seblagarde.wordpress.com | ||
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benhouston3d.com
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| | | | | With Physically-based Rendering (PBR) becoming the new standard, we need a simple standard interchange format. | |
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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... | |
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blog.wolfire.com
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www.opengl-tutorial.org
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| | | Free tutorials for modern Opengl (3.3 and later) in C/C++ | ||