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belcour.github.io | ||
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bartwronski.com
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| | | | | Introduction This will be a blog post that is second in an (unanticipated) series on interesting uses of the JAX numpy autodifferentiation library, as well as an extra post in my very old post series on dithering in games and blue noise specifically. Teaser: we will "optimize" a dithering matrix directly in Fourier domain and... | |
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psgraphics.blogspot.com
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| | | | | Most "ray tracers" these days are what we used to call "path tracers" or "Monte Carlo ray tracers". Because they all have about the same c... | |
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puye.blog
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| | | | | 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. | |
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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... | ||