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| | | | | alain.xyz | |
| | | | | A review of material models used in real-time renderers and ray tracing engines. | |
| | | | | diharaw.github.io | |
| | | | | 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. | |
| | | | | seblagarde.wordpress.com | |
| | | | | Version : 1.28 - Living blog - First version was 2 December 2011 This post replace and update a previous post name "Tips, tricks and guidelines for specular cubemap" with information contain in the Siggraph 2012 talk "Local Image-based Lighting With Parallax-corrected Cubemap" available here. Image-based lighting (IBL) is common in game today to simulate... | |
| | | | | jamesgregson.blogspot.com | |
| | | Dual Contouring is a method for meshing implicit surfaces, or surfaces which are defined as the level-set of scalar function. Conceptually... | ||