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DONTNOD specular and glossiness chart | Sébastien Lagarde
https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. Relationship between Phong and Blinn lighting model. Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel →. DONTNOD specular and glossiness chart. April 30, 2012. With permission of my company : Dontnod entertainmen. T http:/ www.dont-nod.com/. Edit: There is a more recent version of this chart for UE4 here. Caution : The full resolution version of the ...
Inverse trigonometric functions GPU optimization for AMD GCN architecture | Sébastien Lagarde
https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. IES light format: Specification and reader. Siggraph 2014 : Moving Frostbite to Physically based rendering V2 →. Inverse trigonometric functions GPU optimization for AMD GCN architecture. December 1, 2014. Version : 2.0 Living blog First version was 01 December 2014. AMD GCN architecture basics. 8211; dynamic branching can be considering having cost = 16 FR. 8211; VGPR...
Siggraph 2014 : Moving Frostbite to Physically based rendering V2 | Sébastien Lagarde
https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. Inverse trigonometric functions GPU optimization for AMD GCN architecture. Siggraph 2016: An Artist-Friendly Workflow for Panoramic HDRI →. Siggraph 2014 : Moving Frostbite to Physically based rendering V2. July 14, 2015. Http:/ www.frostbite.com/2014/11/moving-frostbite-to-pbr/. And also on the official PBR course website:. To be update only slides for now). During a ...
Adopting a physically based shading model | Sébastien Lagarde
https://seblagarde.wordpress.com/2011/08/17/hello-world
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. Feeding a physically based shading model. Dive in SH buffer idea →. Adopting a physically based shading model. August 17, 2011. Version : 1.31 – Living blog – First version was 2 August 2011. With permission of my company : Dontnod entertainmen. T http:/ www.dont-nod.com/. Notation of this post can be found in siggraph 2010 Physically-Based Shading Models in Film and G...
GDCEurope 2013 talk : The art and rendering of Remember Me | Sébastien Lagarde
https://seblagarde.wordpress.com/2013/08/22/gdceurope-2013-talk-the-art-and-rendering-of-remember-me
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. FXGuide Game environment series based on Remember Me. Water drop 4a Reflecting wet world →. GDCEurope 2013 talk : The art and rendering of Remember Me. August 22, 2013. Here is the slides of me and my co-worker Laurent Harduin’s talk at GDCEurope 2013 : The art and rendering of Remember Me. Powerpoint 2007: GDCE13 Lagarde harduin light.pptx. November 22, 2013 at 5:22 am.
All posts and recent updates | Sébastien Lagarde
https://seblagarde.wordpress.com/site-map
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. All posts and recent updates. This blog aim to provide articles related to graphics in game. Their purposes are to be use as references by myself and any other people interested. To facilitate the navigation in this blog I will use this site map page. 28/08/16: Siggraph 2016: An artist friendly workflow for panoramic hdri. Water drop 1 Observe rainy world. GDCEurope 20...
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