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| | auzaiffe.wordpress.com
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| | In this blog post, you will find an implementation for importance sampling a VNDF (GGX-Smith) isotropic distribution that is 15% faster than the current state of the art and doesn't require building a local basis. Here is the HLSL implementation: float3 sample_vndf_isotropic(float2 u, float3 wi, float alpha, float3 n) { // decompose the floattor in...
| | 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...
| | chetanjags.wordpress.com
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| | Image Based Lighting is used to implement ambient lighting for dynamic objects coming from static objects in a game level. In most cases, it is used for specular lighting or reflections. In this process lighting information at thepotential point of interests is stored in a special type of cube maps called Light probes. These Light...
| | alain.xyz
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| An introduction to writing a simple Hello Triangle DirectX 11 application. DirectX 11 is the previous version of the standard low level graphics API for writing Windows applications, supporting compute, rasterization, and much more.