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dontnormalize | Some noise about game development and rendering

Some noise about game development and rendering

http://www.dontnormalize.me/

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dontnormalize | Some noise about game development and rendering | dontnormalize.me Reviews
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Some noise about game development and rendering
<META>
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1 dontnormalize
2 skip to content
3 lighting features exploration
4 reflections
5 indirect lighting
6 volumetric light scattering
7 6 comments
8 leave a comment
9 foogywoo
10 lighting
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dontnormalize,skip to content,lighting features exploration,reflections,indirect lighting,volumetric light scattering,6 comments,leave a comment,foogywoo,lighting,cook torrance,cubemap,graphics,light scattering,radiosity,rendering,playing with brdf,mean
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dontnormalize | Some noise about game development and rendering | dontnormalize.me Reviews

https://dontnormalize.me

Some noise about game development and rendering

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dontnormalize.me dontnormalize.me
1

Lighting | dontnormalize

https://dontnormalize.me/tag/lighting

Theory is one thing but there is nothing like practice and execution. It was time for me to spend sometime experimenting with more physically based BRDF models to get a better feel of how they work. Just for fun I started with Cook-Torrance. Using the Beckmann distribution, but like everybody I ended up using the GGX. Distribution for the microfacet slope distribution (D). Some takeaway from this experiment:. Authoring and calibrating textures is hard, I ended up using DDO. To have a good reference.

2

cubemap | dontnormalize

https://dontnormalize.me/tag/cubemap

I started this little rendering sandbox about 1 year ago. I started this blog at the same time to share about my progress and finding. So 1 year later I now have what looks like a basic modern rendering sandbox integrating my studied subjects. I experimented with a lot of concepts since my last post. I will quickly summarize all of them and share all the references I used for my implementation. Probes and associated geometry volumes. One problem we have is that the Cook-Torrance. I rely on 2 systems for ...

3

shadows | dontnormalize

https://dontnormalize.me/tag/shadows

Variance shadow maps propose a way to soften shadow edges by allowing the use of standard filtering methods such as hardware linear interpolation and gaussian blur directly on shadow maps. The results are convincing and many options are available to tune the quality / performance ratio. The variance shadow map technique have a statistical approach to shadow filtering. The problem is formulated this way:. The answer to this can be found with the Chebyshev inequality:. Knowing this, if we store the. The fi...

4

Playing with BRDF | dontnormalize

https://dontnormalize.me/2014/07/06/playing-with-brdf

Theory is one thing but there is nothing like practice and execution. It was time for me to spend sometime experimenting with more physically based BRDF models to get a better feel of how they work. Just for fun I started with Cook-Torrance. Using the Beckmann distribution, but like everybody I ended up using the GGX. Distribution for the microfacet slope distribution (D). Some takeaway from this experiment:. Authoring and calibrating textures is hard, I ended up using DDO. To have a good reference.

5

Lighting features exploration | dontnormalize

https://dontnormalize.me/2015/01/02/1-year

I started this little rendering sandbox about 1 year ago. I started this blog at the same time to share about my progress and finding. So 1 year later I now have what looks like a basic modern rendering sandbox integrating my studied subjects. I experimented with a lot of concepts since my last post. I will quickly summarize all of them and share all the references I used for my implementation. Probes and associated geometry volumes. One problem we have is that the Cook-Torrance. I rely on 2 systems for ...

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I started this little rendering sandbox about 1 year ago. I started this blog at the same time to share about my progress and finding. So 1 year later I now have what looks like a basic modern rendering sandbox integrating my studied subjects. I experimented with a lot of concepts since my last post. I will quickly summarize all of them and share all the references I used for my implementation. Probes and associated geometry volumes. One problem we have is that the Cook-Torrance. I rely on 2 systems for ...

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