|
You are here |
thenumb.at | ||
| | | | |
www.rorydriscoll.com
|
|
| | | | | ||
| | | | |
algassert.com
|
|
| | | | | Craig Gidney's computer science blog | |
| | | | |
www.reedbeta.com
|
|
| | | | | When you read BRDF theory papers, you'll often see mention of slope space. Sometimes, components of the BRDF such as NDFs or masking-shadowing functions are defined in slope space, or operations are done in slope space before being converted back to ordinary vectors or polar coordinates. However, the meaning and intuition of slope space is rarely explained. Since it may not be obvious exactly what slope space is, why it is useful, or how to transform things to and from it, I thought I would write down a ... | |
| | | | |
gpfault.net
|
|
| | | [AI summary] The article discusses the implementation of particle systems in WebGL 2, covering various enhancements such as dynamic billboard rendering using instancing, sprite textures, and the integration of force fields for more complex particle behaviors. It also details the setup of vertex arrays and buffers for efficient rendering, along with the necessary shader modifications to support these features. | ||