 
      
    | You are here | alain.xyz | ||
| | | | | puye.blog | |
| | | | | Let's provide a concise overview of ray tracing. We won't delve into subjects like Monte Carlo and stratified sampling, PBRT, BRDF, rendering equations, denoising techniques, or intricate SDF concepts. In essence, we'll stick to the fundamentals. | |
| | | | | nelari.us | |
| | | | | A devlog of my GPU pathtracer project, where I am writing a physically based pathtracer from scratch using WebGPU. | |
| | | | | diharaw.github.io | |
| | | | | As an accompanying piece to my recently released Hybrid Rendering sample, this blog post dives into some of the techniques and optimizations used and will help anyone interested to understand the project. Before going any further let's answer the question "Why hybrid rendering?". In a typical rasterization based rendering pipeline, certain effects such as Global Illumination, Reflections and Soft Shadows have to be approximated using either screen space techniques, offline baking or other approaches which typically lead to less-than-believable results in many cases. | |
| | | | | mattkeeter.com | |
| | | |||