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wolf

Member Since 08 Jan 2000
Offline Last Active Feb 01 2014 10:29 PM
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Posts I've Made

In Topic: Finally nailing the Torrance-Sparrow shader once and for all.

06 February 2011 - 10:55 AM

I looked at your paper it really looks good. What would be a good scenario in which you want to use the Torrance-Sparrow model in a game?

In Topic: Looking for soft shadows algorithm

06 February 2011 - 10:51 AM

Vilem, did you publish the description of your perceptually correct soft shadow algorithm? I would be interested in reading how you did it.

In Topic: Looking for soft shadows algorithm

05 February 2011 - 04:25 PM

You are looking for something like this:

http://www.facebook.com/album.php?aid=159265&id=159613387880

You can find a description of this here:

www.wolfgang-engel.info

Give me a sign how this goes.

In Topic: BRDFs and Deferred Lighting

05 February 2011 - 04:23 PM

Yep look-up textures can go a far way here. You can store many lighting equations in look-up textures and then index with N.L and N.H. I tried Cook-Torrance, Oren-Nayar, Ashikhmin-Shirley and Ward in the past. I still have those implementations lying around.
BTW: you might check out a Game Programming Gems 4 article for an implementation that would be quite flexible. Let's talk about this on Monday when we are all back in the office.





In Topic: My Bachelor Thesis "Software Renderer Accelerated by CUDA Technology"

02 February 2011 - 10:46 PM

That's pretty cool! Good job. The performance comparisons in Test 2 is OpenGL with 2500 draw calls of cubes (25ms) and then CUDA with one draw call and 2500 instanced cubes (33ms)? The CUDA implementation requires 415ms in the case you do 2500 draw calls of cubes?

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