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blog.selfshadow.com | ||
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renderman.pixar.com
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| | | | | What's New in RenderMan | |
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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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advances.realtimerendering.com
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| | | | | [AI summary] The course provides an in-depth exploration of real-time rendering techniques used in modern video games, highlighting practical applications and innovations from the game development community and cutting-edge research. It features presentations from industry leaders and researchers, covering topics such as motion blur, global illumination, subsurface scattering, and dynamic sand simulation, with a focus on performance, visual fidelity, and production-ready solutions. | |
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rarecooking.com
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| | | Updating Early Modern Recipes (1600-1800) in a Modern Kitchen | ||