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www.jendrikillner.com
| | c0de517e.blogspot.com
4.2 parsecs away

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| | Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas.
| | auzaiffe.wordpress.com
2.8 parsecs away

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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...
| | blog.demofox.org
5.3 parsecs away

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| | A friend recently turned me onto a really cool paper (thanks James!) that Valve wrote that allows you to encode monochromatic (black & white) textures in a way that they can be incredibly low resolution, but when you scale them up, they still look crisp and smooth, not blurry or pixelated. It is really quite...
| | machinethink.net
38.9 parsecs away

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| Learn how OpenGL and Metal work by writing your own 3D renderer from scratch