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blackhole12.blogspot.com
| | kinematicsoup.com

Linear space lighting is a term that game developers are becoming ever more used to hearing as games reach for the next level of realism with physically based rendering models (PBR). Though linear space and its counterpart, gamma space, are fairly simple and important concepts to understand, many developers don't learn what these terms really mean. This document will define gamma and linear space, how they differ, and how it applies to the Unity engine.
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| | frictionalgames.blogspot.com

Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space ...
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| | blog.johnnovak.net

Personal blog of John Novak
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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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