Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
-
Introduction During my time as a member of the HDRP team at Unity, one of the systems I contributed to was the split-sum approximation-based image-based lighting, more precisely for the Sheen lighting model (rough cloths), back in 2018.
-
Recently, my colleague Jonathan Dupuy and I, published a paper called “Concurrent Binary Trees for Large-Scale Game Components” (details here).
-
In this blog post, you will find an implementation for importance sampling a VNDF (GGX-Smith) isotropic distribution that is 15% faster than the current state of the art and doesn’t require building a local basis.
-
Earlier this week, I had the chance to attend the Digital Dragons Game Dev conference.
-
First of all, let’s be clear about this: in this blog I am only expressing my personal opinion (not my employer’s).
-
This post is not technical, it is just an introduction to what I’ll be presenting in upcoming ones.