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What about small TessFactors?
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Let's get into the details of how this integrates with Nanite.
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There are many different approaches for determining whether and by how much a patch needs to be tessellated.
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Requirements All the original goals of Nanite should apply to our approach here as well.
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Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite itself.
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$$ \newcommand{\vv}{\mathbf{v}} \newcommand{\rv}{\mathbf{r}} \newcommand{\muv}{\boldsymbol\mu} \newcommand{\omegav}{\boldsymbol\omega} \newcommand{\mudotv}{\muv\cdot\vv} $$ What can we use this for?
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$$ \newcommand{\vv}{\mathbf{v}} \newcommand{\rv}{\mathbf{r}} \newcommand{\muv}{\boldsymbol\mu} \newcommand{\mudotv}{\muv\cdot\vv} $$ A normalized SG has the same equation as the probability distribution function for a von Mises-Fisher (vMF) distribution on
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$$ \newcommand{\vv}{\mathbf{v}} \newcommand{\rv}{\mathbf{r}} \newcommand{\muv}{\boldsymbol\mu} \newcommand{\mudotv}{\muv\cdot\vv} $$ A Spherical Gaussian (SG) is a function of unit vector $\vv$ and is defined as \begin{equation} G(\vv;\muv,\lambda, a) = a…
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Intro and backstory About 4 years ago now I ran into Spherical Gaussian (SG) math in a few different publications in a row, enough that it triggered the pattern detection in my brain.
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The big news from Epic at GDC this year was that Unreal Engine 4 is now available to everyone for only $19/month + 5% royalties.
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When working with HDR values, two troublesome situations often arise.
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$$ \newcommand{\nv}{\mathbf{n}} \newcommand{\lv}{\mathbf{l}} \newcommand{\vv}{\mathbf{v}} \newcommand{\hv}{\mathbf{h}} \newcommand{\mv}{\mathbf{m}} \newcommand{\rv}{\mathbf{r}} \newcommand{\ndotl}{\nv\cdot\lv} \newcommand{\ndotv}{\nv\cdot\vv} \newcommand{…
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I'm resurrecting this blog from the dead.
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The system I described last time allowed specular highlights to reach large distances but only requires calculating them on the tiles where they will show up.
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First off I'm sorry that I haven't updated this blog in so long.
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It has been a long time since I updated this blog with substantial content but I wanted to point out that Bethesda just released this new screenshot of Prey 2.
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First off it's been a very long time since I made a post.
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This entire post turned out to be hogwash.
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Epic released UDK today.
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We are hiring!
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LogLUV There has been some talk about using LogLUV encoding to store HDR colors in 32 bits by packing it all into a RGBA_8888 target.
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I got a bogus DMCA notice on this post.
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Geometry images are one of those ideas so simple you ask yourself "Why didn't I think of this?"
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There has been a lot of talk lately about the next generation of hardware and how we are going to render things.
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I just stumbled on this blog the other day that I haven't seen linked in the graphics blog circle so I thought I'd make a point of mentioning it.