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seblagarde.wordpress.com | ||
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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 beautiful LaTeX equations If you did attend, I really appreciate you coming and I hope that you found it interesting. | |
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nelari.us
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| | | | | A devlog of my GPU pathtracer project, where I am writing a physically based pathtracer from scratch using WebGPU. | |
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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... | |
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www.swiftbysundell.com
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| | | In this new (non-consecutive) series of posts - | ||