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| | therealmjp.github.io
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| | This is part 1 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 -A Brief (and Incomplete) History of Baked Lighting Representations Part 2 -Spherical Gaussians 101 Part 3 -Diffuse Lighting From an SG Light Source Part 4 -Specular Lighting From an SG Light Source Part 5 -Approximating Radiance and Irradiance With SG's
| | seblagarde.wordpress.com
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| | 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...
| | 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...
| | etodd.io
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| This week was a lot of under the hood improvements. The voxel engine got a TON of performance optimizations, which allow my Nvidia GTX 260 to render my test scene at 100-200 FPS. Screenshots: New features: Rough-draft tutorial level with instructions and whatnot. Fullscreen toggling on-the-fly by hitting F11 Rudimentary fog effect Performance optimizations: Voxels are now rendered as surfaces, rather than complete cubes. This lets me cull a lot of unnecessary geometry. Voxels are now split into chunks. This lets me easily implement frustum culling and view distance, which helps tremendously with shadow map rendering as well. I fixed some bugs in the voxel modification code, making voxel modifications of up to 100-150 cells practically instantaneous. Shadow m...