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seblagarde.wordpress.com | ||
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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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wickedengine.net
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| | | | | [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines. | |
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www.adriancourreges.com
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| | | | | The Metal Gear series achieved world-wide recognition when MetalGearSolid became a best-seller on the original PlayStation almost two ... | |
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aerotwist.com
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| | | [AI summary] This article introduces shaders in the context of WebGL and Three.js, explaining their role in rendering 3D graphics and providing basic examples of vertex and fragment shaders. | ||