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wip
  • Member for 10 years, 3 months
  • Last seen more than a week ago
36 votes
2 answers
20k views

DirectX / OpenGL(Vulkan) concepts mapping chart

18 votes
2 answers
8k views

How is anisotropic filtering typically implemented in modern GPUs?

14 votes
1 answer
164 views

Thorough, accessible material about Fourier basis functions and Spherical Harmonics?

12 votes
2 answers
2k views

What kind of technology would be involved in the rendering of human nails?

10 votes
1 answer
257 views

Reasons of the assumptions for the microfacet distribution function?

7 votes
2 answers
341 views

Why replicating the higher bits of RGB565 when converting to RGBA8888?

6 votes
1 answer
534 views

Should not specular reflection on a rough surface be similar to diffuse reflection?

5 votes
1 answer
229 views

Why does the integral of NDF over a solid angle equals the area where micronormals belong to that angle?

5 votes
1 answer
94 views

Why does the G1 term have a 2 in the numerator in Walter's formula, but not in Heitz's generalized formula?

5 votes
0 answers
159 views

How to extract a BRDF from a shader [closed]

5 votes
1 answer
2k views

Benefits of Clustered Shading vs Tiled Shading?

4 votes
2 answers
1k views

Why map Hammersley 2D set's (u,v) to sphere's (θ, φ) coordinates (and not to (φ, θ) )?

3 votes
1 answer
5k views

What algorithm(s) are behind Google Street View's 3d mapping mode?

3 votes
1 answer
742 views

What's different between D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE and D3D12_CPU_PAGE_PROPERTY_WRITE_BACK, and why they're named like that?

1 vote
1 answer
200 views

GLSL Uniform Layout Spec says member array stride alignment is rounded up to vec4?

1 vote
2 answers
2k views

Which graphics APIs texture formats are HDR texture formats?

1 vote
0 answers
199 views

How do modern GPUs handle branching instructions in shader code?

1 vote
0 answers
933 views

Is a smaller local-size/threadgroup-size better for compute shader performance?