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blog.selfshadow.com | ||
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therealmjp.github.io
So I'm hoping that if you're reading this, you've already attended or read the slides from my presentation about The Order: 1886 that was part of the Physically Based Shading Course at SIGGRAPH last week. If not, go grab them and get started! If you haven't read through the course notes already there's a lot of good info there, in fact there's almost 30 pages worth! The highlights include: Full description of our Cook-Torrance and Cloth BRDF's, including a handy optimization for the GGX Smith geometry term (for which credit belongs to Steve McAuley) Analysis of our specular antialiasing solution Plenty of details regarding the material scanning process HLSL sample code for the Cook-Torrance BRDF's as well as the specular AA roughness modification Lots of bea... |
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blog.wolfire.com
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morgan3d.github.io
[AI summary] This article introduces Dynamic Diffuse Global Illumination (DDGI), a real-time ray-tracing technique developed by NVIDIA to enhance lighting and rendering performance in video games without expensive baking times. |
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reindernijhoff.net
Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling. The path tracer is based |
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