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blog.yiningkarlli.com | ||
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advances.realtimerendering.com
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| | | | | [AI summary] The provided text is a collection of abstracts and bios from various talks presented at a real-time graphics conference. Each talk focuses on different rendering techniques and technologies, such as GPU-driven pipelines, global illumination, dynamic occlusion, and more. The talks are presented by industry professionals from companies like Ubisoft, Epic Games, Remedy, and MediaMolecule. The content is rich with technical details and is aimed at developers and graphics enthusiasts interested in advanced rendering methods. | |
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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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pharr.org
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rys.sommefeldt.com
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