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graphicrants.blogspot.com | ||
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therealmjp.github.io
This is part 4 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 |
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blog.selfshadow.com
[AI summary] A technical deep dive comparing and proposing solutions for specular aliasing and shimmering in real-time game graphics. |
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auzaiffe.wordpress.com
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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webglfundamentals.org
What's a shader and what's GLSL |
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