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www.jendrikillner.com
| | boksajak.github.io
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| | [AI summary] This article provides a comprehensive guide to implementing BRDFs in game engines for both rasterization and real-time raytracing, covering various optimizations and code examples.
| | wassimulator.com
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| | Blogpost explaining how the game was made.
| | momentsingraphics.de
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| | www.gfxstrand.net
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| [AI summary] The post discusses the complexities and challenges of descriptor sets in graphics APIs like Vulkan and D3D12, focusing on hardware differences and the trade-offs between various descriptor binding methods.