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A Graphics Guy's Note

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Posts

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