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reindernijhoff.net
| | www.jakobmaier.at
3.4 parsecs away

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| | In this project I wrote a monte-carlo path tracer in C++ with some nice features, including mesh rendering, direct light sampling and various different materials.
| | www.jendrikillner.com
3.2 parsecs away

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| | [AI summary] This article covers graphics programming topics including implementing printf in shaders, generating simplex noise, portability of noise calculations across GPUs, and a job posting for an Unreal Developer at Threedy.
| | momentsingraphics.de
2.1 parsecs away

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| | therealmjp.github.io
27.7 parsecs away

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| This is part 1 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 -A Brief (and Incomplete) History of Baked Lighting Representations Part 2 -Spherical Gaussians 101 Part 3 -Diffuse Lighting From an SG Light Source Part 4 -Specular Lighting From an SG Light Source Part 5 -Approximating Radiance and Irradiance With SG's