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Large collection of physically based rendering links, great to get into PBR or refresh your PBR knowledge. http://lousodrome.net/blog/light/2020/01/04/physically-based-rendering-references-at-the-end-of-2019/ …
#graphicslinkoftheday.Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
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Wrote a new blog post to start the year: Tile-based optimization for post processing. I hope someone will find it useful.
#gamedev#graphics#programminghttps://wickedengine.net/2020/01/05/tile-based-optimization-for-post-processing/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
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New Video, on deriving the SDF of a Line Segment. It's an introductory tutorial, but contains some useful info I think: https://www.youtube.com/watch?v=PMltMdi1Wzg … I hope you enjoy it!pic.twitter.com/OgTVwpp1SY
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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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I quickly tested the new sphere-noise with basic terrain generation. It's easy to setup to produce decent shapes (including concave areas). And since it is basically an SDF it renders at the speed of light of the raymarcher, without step reduction tweaks https://www.shadertoy.com/view/3dGSWR pic.twitter.com/VDgwnmaOmm
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New Video tutorial, on "Rounding Corners" in SDF modeling. It's introductory, but contains some pretty visuals: https://www.youtube.com/watch?v=s5NGeUV2EyU … It got shared around a bit over this weekend, but I'm officially announcing it now nevertheless. Enjoy!pic.twitter.com/pYYnBwKnmA
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Slides and transcript for "Ray Tracing a Procedural Planet", with links to all of the code. An easy and inspirational introduction to procedural landscape generation. http://casual-effects.com/research/McGuire2019ProcGen/McGuire2019ProcGen.pdf …pic.twitter.com/8wmjLABPqD
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New video: "The SDF of a BOX", where I derive the well known but obscure formula. This was part of my most recent Patreon-supporters-only LIVE Shader Deconstruction; but I decided to take that bit, expand on it, add some visualizations and release it:https://www.youtube.com/watch?v=62-pRVZuS5c …
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"An Introduction To Real-Time Subsurface Scattering" by
@MyNameIsMJP is a *great* overview of techniques.https://therealmjp.github.io/posts/sss-intro/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
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And the wait's over! Get a jump start into real-time raytracing with our Denoised Ambient Occlusion DXR sample at https://aka.ms/dxrRTAO ! We also made a video explaining it: https://www.youtube.com/watch?v=3EdE38iRn2A&feature=youtu.be …https://twitter.com/DirectX12/status/1161783501395378176 …
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Strand-based Hair Rendering in Frostbite, Advances in Real-Time Rendering in Games, Siggraph 2019, presentation slides http://advances.realtimerendering.com/s2019/index.htm
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"Ray Tracing Denoising", an overview of the state of the art in ray denoisinghttps://alain.xyz/blog/raytracing-denoising …
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Log-spherical Mapping in SDF Raymarching — from Pierre Cusa, with interactive demos https://www.osar.fr/notes/logspherical/ …pic.twitter.com/sLxtyJvU3M
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Recently I experimented with combining screen-space reflections with raytracing to improve quality. I also had the opportunity to compare SSR with fully raytraced reflections in the same environment. I wrote a blog post with lots of images. https://interplayoflight.wordpress.com/2019/09/07/hybrid-screen-space-reflections/ …pic.twitter.com/BiP9vSgeAs
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A quick procedural shader / mathematical animation (and sound!). for
@Shadertoy. Source code and reatime animation here: https://www.shadertoy.com/view/tt2XzG pic.twitter.com/psKDZPtMVMHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
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"Mesh Shading: Towards Greater Efficiency Of Geometry Processing", Advances in Real-Time rendering course, Siggraph 2019 presentation slides http://advances.realtimerendering.com/s2019/index.htm
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The slides from my I3D 2019 keynote are online! It's a story about implementing research into games, taking the case study of multiscattering BRDFs and area lights, and how we solved some of the problems that arose. PPTX: https://drive.google.com/open?id=10bzo1r-Cupv83XEKho8pcga7BSnJ6dlh … PDF:https://drive.google.com/open?id=19PNGspMMx9A7gTQ1WBug9b-N5RjNzw41 …
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We have released http://lighttracer.org ! It is GPU physically-correct renderer for web. Import your OBJ model, configure the scene, and save the rendering result. Model from https://grabcad.com/library/10-cylinder-double-row-sleeve-valve-radial-engine-1 … RTs appreciated!pic.twitter.com/Q6VhpNGxZ5
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Fast procedural fluid-like animated 3D noise, allowing for much nicer volumetric shading (should run close to 60fps at 1080p) See in motion: https://www.shadertoy.com/view/3l23Rh pic.twitter.com/iiosfTcKxO
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Our free, interactive, online interactive book about linear algebra is done! Finally! http://immersivemath.com Help us celebrate by RT:ing
#linearalgebra#mathsHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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