mmikkelsen3d blogspot.com

Mikkelsen and 3D Graphics

Mikkelsen and 3D Graphics. Tuesday, May 17, 2016. Fine Pruned Tiled Lighting. As explained in the article the technique will work with essentially any methodology such as deferred shading, pre-pass deferred, tiled forward and even hybrids between these. A demo sample. Is available though it was written in vanilla directx 11 which implies the asyncronous compute part is left as an exercise for the reader! Other interesting aspects to the implementation is we determine screen-space AABBs around each light .

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LINKS TO WEB SITE

Self Shadow

An Interactive Introduction to WebGL and three. Applications of Visual Perception to Virtual Reality Rendering. Computing and Processing Correspondences with Functional Maps. Directional Field Synthesis, Design, and Processing.

ZigguratVertigos Hideout in search of the perfect pixel

In search of the perfect pixel. Just got back from Los Angeles, where I presented in the Open Problems in Real-Time Rendering Course. You can also download my slides with notes here. Super grateful to have been part of this initiative. Lots of great content was presented. Thanks to everyone who came to the course! August 7, 2017.

Real-Time Rendering Resources

This is the main resources page for the book Real-Time Rendering. 1045 pages, from A. Read the first three chapters. Or order it from Amazon. The whole book is available on Books24x7.

Sébastien Lagarde Random thoughts about graphics in game

Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog.

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Mikkelsen and 3D Graphics

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Mikkelsen and 3D Graphics. Tuesday, May 17, 2016. Fine Pruned Tiled Lighting. As explained in the article the technique will work with essentially any methodology such as deferred shading, pre-pass deferred, tiled forward and even hybrids between these. A demo sample. Is available though it was written in vanilla directx 11 which implies the asyncronous compute part is left as an exercise for the reader! Other interesting aspects to the implementation is we determine screen-space AABBs around each light .

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