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| | toji.dev
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| | Brandon Jones - Graphics and XR on the web
| | therealmjp.github.io
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| | Got a new sample ready, this oneshows how you can defer shadow map calculations to a separate screen-space pass using a depth buffer.Check it out on Ziggyware! Comments: sam - Feb 4, 2009 This sample does not works for me. I see the blank screen. My Video card is GF 9800 GT. #### [Alejandro Martinez](http://www.gaspgames.com/www.battletennis.com "amartinez1660@gmail.com") - Feb 2, 2010 1./2. Points taken! 3. That's quite a boost for the shadow map render and sampling (HW PCF or Ati's Fetch4).
| | alain.xyz
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| | A review of the state of the art in real time renderer architectures.
| | boksajak.github.io
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| [AI summary] This article provides a comprehensive guide to implementing BRDFs in game engines for both rasterization and real-time raytracing, covering various optimizations and code examples.