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wickedengine.net | ||
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diharaw.github.io
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| | | | | As an accompanying piece to my recently released Hybrid Rendering sample, this blog post dives into some of the techniques and optimizations used and will help anyone interested to understand the project. Before going any further let's answer the question "Why hybrid rendering?". In a typical rasterization based rendering pipeline, certain effects such as Global Illumination, Reflections and Soft Shadows have to be approximated using either screen space techniques, offline baking or other approaches which typically lead to less-than-believable results in many cases. | |
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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... | |
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simoncoenen.com
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| | | | | A graphics study of Doom Eternal | |
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thenumb.at
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| | | [AI summary] The text provides an in-depth overview of various neural field techniques, focusing on their applications in representing images, geometry, and light fields. It discusses methods such as positional encoding, hash encoding, and neural SDFs, highlighting their advantages in terms of model size, training efficiency, and quality of representation. The text also touches on the broader implications of these techniques in fields like computer vision and real-time rendering, emphasizing their potential to revolutionize how we model and interact with digital content. | ||