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In this post, I want to talk about a topic I have been meaning to write about for quite a few years: texture UV derivatives evaluation in my offline renderer, SORT (Simple Open Source Ray Tracer), which I’ll use throughout this post.
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Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs.
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Fiber, a less known concept compared with coroutine, is a pretty powerful addition to cooperative multitasking.
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Ever since the introduction of RTX technology, the industry pushed really hard on real time GI solutions.
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As a graphics programmer, I don’t usually spend too much time on something that is not strictly related to computer graphics or game engine.
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Subsurface scattering has always been a challenge in computer graphics.
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For more than a decade, we have been doing HDR rendering in our game engines, which means the intermediate render targets won’t be limited by the precision of the color formats.
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I am working on material system in my renderer recently.
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Unit test for BXDF in offline rendering turns out to be way more important than what I thought it would be.
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Finally, I have some time reading books, spending several days digesting the volume rendering part of PBRT, there are loads of stuff that interest me.
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Image-based lighting is a practical way to enhance the visual quality of computer graphics.
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I read about this instant radiosity algorithm in the book physically based rendering 3rd these days.
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I was always wondering why don’t we take the PDF of primary ray into account in a path tracer.
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In my previous post, I talked some basic stuff about naive bidirectional path tracing.
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I posted a blog about path tracing some time ago, I didn’t regard it as a simple algorithm until I got my hands dirty on bidirectional path tracing.
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Physically based shading has been around for years, it not only eases the workflow for artist, but also delivers high quality shading with neglectable overhead, I see no reason to avoid it in today’s game.
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Microfacet model can not only be used for rough metal, it can also be used to simulate rough glass material.
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I’m working on microfacet brdf model for my renderer these days, noticing that it is more than necessary to provide a separate sampling method for microfacet brdf instead of using the default one, which is usually used for diffuse like surfaces and highly…
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The book “Physically Based Rendering” already explains it, however I found it a little bit confusing the first time I read the chapters, which are chapters 8.2.2/8.2.3.
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The book physically based rendering doesn’t spend too much effort explaining MIS, however it does mention it.
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I tried path tracing two years ago in my ray tracer.
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A couple of days ago, an artist asked me what exactly a directional light map is.
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Direct3D12 is about to come.
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One of the most important changes that DX11 has made is the brand new feature called tessellation.