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interplayoflight.wordpress.com | ||
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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www.rastergrid.com
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therealmjp.github.io
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| | | | | So I'm hoping that if you're reading this, you've already attended or read the slides from my presentation about The Order: 1886 that was part of the Physically Based Shading Course at SIGGRAPH last week. If not, go grab them and get started! If you haven't read through the course notes already there's a lot of good info there, in fact there's almost 30 pages worth! The highlights include: Full description of our Cook-Torrance and Cloth BRDF's, including a handy optimization for the GGX Smith geometry term (for which credit belongs to Steve McAuley) Analysis of our specular antialiasing solution Plenty of details regarding the material scanning process HLSL sample code for the Cook-Torrance BRDF's as well as the specular AA roughness modification Lots of bea... | |
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g-w1.github.io
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| | | At the start of the 2020 school year I wanted to learn more about compilers so I started writing a compiler for the ez programming language that I made up. I did this as an independent study for school. I wanted to grow dramatically as a thinker and learn a lot about computer science and compilers in specific. If you just want to see the project head to github.com/g-w1/ezc or g-w1.github.com/ezc for documentation. | ||