A Graphics Guy's Note
Understanding The Math Behind ReSTIR GI
Fiber in C++: Understanding the Basics
Understanding The Math Behind ReSTIR DI
Making a Shading Language for my Offline Renderer
Practical Tips for Implementing Subsurface Scattering in a Ray Tracer
Basic Color Science For Graphics Engineer
Sampling Anisotropic Microfacet BRDF
How does PBRT verify BXDF
Volume Rendering in Offline Renderer
Image Based Lighting in Offline and Real-time Rendering
Instant Radiosity in my Renderer
The Missing Primary Ray PDF in Path Tracing
Practical implementation of MIS in Bidirectional Path Tracing
Naive Bidirectional Path Tracing
Physically Based Shading in Games
Glass Material Simulated by Microfacet BXDF
Sampling Microfacet BRDF
Derivation of pure Specular Reflection BRDF
Monte Carlo Integral with Multiple Importance Sampling
Basics about path tracing
Directional Light Map from the Ground Up
Unleash the power of Direct3D 12
Tessellation on DX11
About Myself