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转载 Real Shading in Unreal Engine 4
Real Shading in Unreal Engine 4http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
2017-04-16 23:46:11 764
转载 Screen Space Reflections in Unity 5
kode80 - Screen Space Reflections in Unity 5http://www.kode80.com/blog/2015/03/11/screen-space-reflections-in-unity-5/Reading about screen space reflections you will often see mention of scene c
2017-04-16 23:06:01 936
转载 基于物理着色(二)- Microfacet材质和多层材质
基于物理着色(二)- Microfacet材质和多层材质https://zhuanlan.zhihu.com/p/20119162?columnSlug=graphicsBlinn-Phong并不是一个非常真实的分布,上面的公式也并不满足能量守恒定律(D需要满足w_{m}在半球面上积分为1,Blinn-Phong还需乘以一个常量\frac{e+2}{2\pi } 才满足这个条件)。近年
2017-04-16 23:02:43 700
转载 Tone mapping进化论
Tone mapping进化论https://zhuanlan.zhihu.com/p/21983679?refer=highwaytographicsReinhard tone mapping非常简单,用代码描述就三行。float3 ReinhardToneMapping(float3 color, float adapted_lum) { const floa
2017-04-16 23:01:41 1129
转载 Physically Based Shading and Image Based Lighting 9
Physically Based Shading and Image Based Lighting 9http://www.trentreed.net/blog/physically-based-shading-and-image-based-lighting/This factor is very unfortunately named. The reason why is beca
2017-04-16 22:57:35 294
转载 PBR-Diffuse-Lighting-for-GGX
http://gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
2017-04-16 22:55:45 510
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