Architecture
Commentary
Compilers
Conference
- - A New Gaming Eco-system for Huawei
- - Scalable Global Illumination for O3DE
- - An Introduction to Lightmapping in Unity
- - The State of the Art in Real-time Relighting for Augmented Reality
- - Delta Voxel Cone Tracing
- - SIGGRAPH 2014
- - Screen space cone tracing for glossy reflections
- - Interactive Relighting of Arbitrary Rough Surfaces
- - Delta Light Propagation Volumes for Mixed Reality
- - Near-Field Illumination for Mixed Reality with Delta Radiance Fields
- - Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering
- - Precomputed Radiance Transfer for X3D based Mixed Reality Applications
- - Real-Time Mixed Reality with GPU Techniques
Crytpocurrency
FunctionTransform
General
Hardware
ImportanceSampling
Introduction
Lightmapping
Lightprobes
MRT
Metaverse
Notes
Open Source
Publication
- - A New Gaming Eco-system for Huawei
- - Scalable Global Illumination for O3DE
- - The Heretic
- - An Introduction to Lightmapping in Unity
- - Book of the Dead
- - On nomenclature
- - The Delta Radiance Field
- - The State of the Art in Real-time Relighting for Augmented Reality
- - Delta Voxel Cone Tracing
- - Screen space cone tracing for glossy reflections
- - Interactive Relighting of Arbitrary Rough Surfaces
- - Delta Light Propagation Volumes for Mixed Reality
- - Near-Field Illumination for Mixed Reality with Delta Radiance Fields
- - Adapting Precomputed Radiance Transfer to Real-time Spectral Rendering
- - Precomputed Radiance Transfer for X3D based Mixed Reality Applications
- - Real-Time Mixed Reality with GPU Techniques