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seblagarde.wordpress.com
| | wickedengine.net
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| | [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines.
| | c0de517e.com
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| | Angelo Pesce's homepage & blog on computers, graphics and other things.
| | placeholderart.wordpress.com
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| | In this post I will cover implementing and optimizing runtime environment map filtering for image based lighting (IBL). Before we get started, this approach is covered in depth in Real Shading in Unreal Engine 4and Moving Frostbite to Physically Based Rendering, you should really check them out if you want more background and information than...
| | knarkowicz.wordpress.com
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| In 2013 Anomaly 2 mobile version (iOS/Android/Blackberry) by a small indie studio 11 Bit Studios was released. It was an interesting project as we needed to run heavy content from PC version on much weaker mobile platforms. I'd like to write about rendering technology behind it and share my experiences about implementing a lightmap baker....