Wallace Yuen

@WallaceYuen88

Software Engineer at OTOY for Octane Render. GPGPU, path tracing, rendering enthusiast.

Auckland, New Zealand
Vrijeme pridruživanja: svibanj 2011.

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  1. proslijedio/la je Tweet
    6. velj

    Extended version of "Real-time Rendering of Layered Materials with Anisotropic Normal Distributions" has been published in CVM. A high-res version of the paper is available on our website

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  2. proslijedio/la je Tweet
    27. sij

    If you want to learn more about how this was achieved, check out my Siggraph talk from last year:

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  3. proslijedio/la je Tweet
    19. sij

    Original Utah Teapot seen in . Possible height difference explanation below. Tried to find Stanford Bunny as well but Computer Science faculty was closed on weekend

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  5. proslijedio/la je Tweet
    15. sij

    Julien Guertault () provides a literature review on commonly-cited resources for physically based rendering (realtime & offline), inclusive of references on multiple sub-topics including energy conservation, multiple scattering, area lights, and more

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  6. proslijedio/la je Tweet
    12. sij

    unityのすごくクオリティ高い列車内、毎回動画がアップされるたびにどんどん完成度が上がっていってる。どこまでクオリティ上がっていくんだろう。

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  7. proslijedio/la je Tweet

    広大なマップにおけるレベルの非同期ローディングの仕組みができた。 Editor 上でも自動的に関心のあるエリア(シーンカメラの位置を中心に) のみをロードした状態でサクサク編集できるようになった…! これで広大なオープンワールドのレベルデザインができるようになるはず!

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  8. proslijedio/la je Tweet
    17. pro 2019.

    My student has released 文言, or wenyan, an esoteric programming language that closely follows the grammar and tone of classical Chinese literature. There's an online IDE, and it compiles to JS or Python. Github: Site:

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  9. proslijedio/la je Tweet
    20. pro 2019.

    In a rectangular billiard table whose sides are integers and coprime, a ball hit from a corner at a 45 degree angle will end up in a corner after LENGTH+WIDTH-2 rebounds.

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  10. proslijedio/la je Tweet
    19. pro 2019.

    Merlin () and Delio also recorded their SIGGRAPH Asia presentation of the paper "Mitsuba 2: A Retargetable Forward and Inverse Renderer" for those who missed it -- check it out here:

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  11. proslijedio/la je Tweet
    17. pro 2019.
    Odgovor korisnicima

    The gif is from a shadertoy too: (original is the shadertoy did a while back for equiangular sampling). Here is a quick comparison of the individual parts:

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  12. proslijedio/la je Tweet

    index of refraction of liquid = index of refraction of container

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  13. proslijedio/la je Tweet
    16. pro 2019.

    New blog post: Sampling Burley's Normalized Diffusion Profiles

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  14. proslijedio/la je Tweet
    10. pro 2019.

    Refraction work in progress in Filament: roughness, transmission, IOR, absorption/thickness. This video shows solid refraction, we also support thin refraction. Currently cubemap based only, screen space refraction coming next.

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  15. proslijedio/la je Tweet
    4. pro 2019.

    I had quite some fun proving the *visible* GGX sampling method. It is better than the standard GGX sampling method. Warning: Math heavy! See:

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  16. proslijedio/la je Tweet

    The growth of knowledge.

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  17. proslijedio/la je Tweet
    3. pro 2019.

    Super comprehensive collection of <Light Transport> papers (by tech and by year), from the Kajiya eq to latest differential approaches, passing by RRT and MC theories | Feel free to add other papers | Please retweet if you think it may be useful to others

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  18. proslijedio/la je Tweet
    3. pro 2019.

    Yan et al. 2018, Rendering Specular Microgeometry with Wave Optics

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  19. proslijedio/la je Tweet
    3. pro 2019.

    This is a calibration poll. Please don't spoil the answer, RT appreciated - Do you know how a GPU knows which mips to fetch when a regular tex2D(tex,uv) is called with trilinear filtering?

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  20. proslijedio/la je Tweet
    3. pro 2019.

    has released the first public preview of 2020.1, adding a new spectral sky model and ACES support to the GPU renderer. RTX acceleration, first previewed in OctaneRender 2019.2, has also been updated

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