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diharaw.github.io
| | simoncoenen.com
3.1 parsecs away

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| | A graphics study of Doom Eternal
| | momentsingraphics.de
3.2 parsecs away

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| | [AI summary] The text discusses advanced techniques for rendering physically accurate and efficient soft shadows using polygonal and linear lights in real-time ray tracing. It covers methods like projected solid angle sampling, LTC sampling, and MIS heuristics, along with optimizations and applications such as textured lights, IES profiles, and portals. The text also touches on performance considerations and future directions in global illumination.
| | willpgfx.com
4.3 parsecs away

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| | Here we take the work previously presented in Peter Shirley's excellent book, and move it to run entirely on the GPU.
| | www.adriancourreges.com
23.6 parsecs away

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| 2015/03/12: Back online after Reddit and Slashdot killed my bandwidth with 30,000 visits in the last hours. Followed by HN. 2015/03/11: Update with ...