Tweetovi

Blokirali ste korisnika/cu @tararai_tai_tai

Jeste li sigurni da želite vidjeti te tweetove? Time nećete deblokirati korisnika/cu @tararai_tai_tai

  1. proslijedio/la je Tweet
    5. sij

    Large collection of physically based rendering links, great to get into PBR or refresh your PBR knowledge. .

    Poništi
  2. proslijedio/la je Tweet
    5. sij

    Wrote a new blog post to start the year: Tile-based optimization for post processing. I hope someone will find it useful.

    Poništi
  3. proslijedio/la je Tweet
    9. sij

    New Video, on deriving the SDF of a Line Segment. It's an introductory tutorial, but contains some useful info I think: I hope you enjoy it!

    Poništi
  4. 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

    Poništi
  5. proslijedio/la je Tweet
    17. stu 2019.

    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

    Poništi
  6. proslijedio/la je Tweet
    4. stu 2019.

    New Video tutorial, on "Rounding Corners" in SDF modeling. It's introductory, but contains some pretty visuals: It got shared around a bit over this weekend, but I'm officially announcing it now nevertheless. Enjoy!

    Poništi
  7. proslijedio/la je Tweet
    2. stu 2019.

    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.

    Poništi
  8. proslijedio/la je Tweet
    10. lis 2019.

    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:

    Poništi
  9. proslijedio/la je Tweet
    6. lis 2019.

    "An Introduction To Real-Time Subsurface Scattering" by is a *great* overview of techniques.

    Poništi
  10. proslijedio/la je Tweet
    27. ruj 2019.

    And the wait's over! Get a jump start into real-time raytracing with our Denoised Ambient Occlusion DXR sample at ! We also made a video explaining it:

    Poništi
  11. proslijedio/la je Tweet
    26. ruj 2019.

    Strand-based Hair Rendering in Frostbite, Advances in Real-Time Rendering in Games, Siggraph 2019, presentation slides

    Poništi
  12. proslijedio/la je Tweet
    25. ruj 2019.

    "Ray Tracing Denoising", an overview of the state of the art in ray denoising

    Poništi
  13. proslijedio/la je Tweet
    15. ruj 2019.

    Log-spherical Mapping in SDF Raymarching — from Pierre Cusa, with interactive demos

    Poništi
  14. proslijedio/la je Tweet
    7. ruj 2019.

    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.

    Poništi
  15. proslijedio/la je Tweet
    21. kol 2019.

    A quick procedural shader / mathematical animation (and sound!). for . Source code and reatime animation here:

    Poništi
  16. proslijedio/la je Tweet
    2. kol 2019.

    "Mesh Shading: Towards Greater Efficiency Of Geometry Processing", Advances in Real-Time rendering course, Siggraph 2019 presentation slides

    Poništi
  17. proslijedio/la je Tweet
    3. lip 2019.

    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: PDF:

    Poništi
  18. proslijedio/la je Tweet
    17. lip 2019.

    We have released ! It is GPU physically-correct renderer for web. Import your OBJ model, configure the scene, and save the rendering result. Model from RTs appreciated!

    Prikaži ovu nit
    Poništi
  19. proslijedio/la je Tweet
    27. svi 2019.

    Fast procedural fluid-like animated 3D noise, allowing for much nicer volumetric shading (should run close to 60fps at 1080p) See in motion:

    Poništi
  20. proslijedio/la je Tweet
    5. svi 2019.

    Our free, interactive, online interactive book about linear algebra is done! Finally! Help us celebrate by RT:ing

    Poništi

Čini se da učitavanje traje već neko vrijeme.

Twitter je možda preopterećen ili ima kratkotrajnih poteškoća u radu. Pokušajte ponovno ili potražite dodatne informacije u odjeljku Status Twittera.

    Možda bi vam se svidjelo i ovo:

    ·