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Wallace Yuen proslijedio/la je Tweet
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 https://yusuketokuyoshi.netlify.com/
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Wallace Yuen proslijedio/la je Tweet
If you want to learn more about how this was achieved, check out my Siggraph talk from last year: http://advances.realtimerendering.com/s2019/index.htm https://twitter.com/RedDead2Info/status/1221227866840539136 …
0:42Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Wallace Yuen proslijedio/la je Tweet
Original Utah Teapot seen in
@ComputerHistory. Possible height difference explanation below. Tried to find Stanford Bunny as well but@Stanford Computer Science faculty was closed on weekend#graphicsprogrammingpic.twitter.com/Gq3ByidM7r
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Wallace Yuen proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Wallace Yuen proslijedio/la je Tweet
Julien Guertault (
@Zavie) 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 http://lousodrome.net/blog/light/2020/01/04/physically-based-rendering-references-at-the-end-of-2019/ …pic.twitter.com/UOUi04qjhn
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Wallace Yuen proslijedio/la je Tweet
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。https://twitter.com/OlixOliver/status/1216204685171920897 …
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Wallace Yuen 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!pic.twitter.com/z7OE5d4wvm
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Wallace Yuen proslijedio/la je Tweet
My student
@LingdongH 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: https://github.com/LingDong-/wenyan-lang … Site: http://wenyan-lang.lingdong.works/ pic.twitter.com/KUN3oAtd1k
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Wallace Yuen proslijedio/la je Tweet
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.pic.twitter.com/XWzta9lQBz
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Wallace Yuen proslijedio/la je Tweet
Merlin (
@Merlin_ND) 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:https://www.youtube.com/watch?v=DPjS6s677NI …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Wallace Yuen proslijedio/la je Tweet
The gif is from a shadertoy too: https://www.shadertoy.com/view/MllXzB (original is the shadertoy
@sjb3d did a while back for equiangular sampling). Here is a quick comparison of the individual parts:pic.twitter.com/XgAMr9TdgV
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Wallace Yuen proslijedio/la je Tweet
index of refraction of liquid = index of refraction of containerpic.twitter.com/PPZFM7bLdP
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Wallace Yuen proslijedio/la je Tweet
New blog post: Sampling Burley's Normalized Diffusion Profileshttps://zero-radiance.github.io/post/sampling-diffusion/ …
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Wallace Yuen proslijedio/la je Tweet
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.pic.twitter.com/QgyxIjSdgs
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Wallace Yuen proslijedio/la je Tweet
I had quite some fun proving the *visible* GGX sampling method. It is better than the standard GGX sampling method. Warning: Math heavy! See: https://engstad.github.io/visible-ggx.html …
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Wallace Yuen proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Wallace Yuen proslijedio/la je Tweet
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 https://tinyurl.com/tpvsp84 pic.twitter.com/kJlU8b9Hgs
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Wallace Yuen proslijedio/la je Tweet
Yan et al. 2018, Rendering Specular Microgeometry with Wave Optics https://sites.cs.ucsb.edu/~lingqi/publications/paper_glints3.pdf …pic.twitter.com/4JtJgw0HRB
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Wallace Yuen proslijedio/la je Tweet
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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Wallace Yuen proslijedio/la je Tweet
#Otoy has released the first public preview of#OctaneRender 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 http://bit.ly/2LinlM1 pic.twitter.com/q5gO3cDIg6
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