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fire67

Jitter texture generation

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I am currently reading the awesome paper by Jorge Jimenez about Character rendering : Next Generation Character Rendering

 

In the part about multi-sampled transmittance he uses some Poisson offsets and a jitter texture which contains [cos(x), sin(x)] and is used to rotate the the Poisson disk samples.

But I am wondering how do you generate such texture ?

 

Here is the part of the ppt which talks about this.

 

21iCO.jpg

Edited by fire67

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Here is an interesting answer I recieved from Computer Graphics : Jitter texture generation

But Nathan Reed is talking about stratified sampling and low-discrepancy sequence and I would like to know if someone could tell me more about it.

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