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// Helper function: sample the visible hemisphere from a spherical cap | |
vec3 SampleVndf_Hemisphere(vec2 u, vec3 wi) | |
{ | |
// sample a spherical cap in (-wi.z, 1] | |
float phi = 2.0f * M_PI * u.x; | |
float z = fma((1.0f - u.y), (1.0f + wi.z), -wi.z); | |
float sinTheta = sqrt(clamp(1.0f - z * z, 0.0f, 1.0f)); | |
float x = sinTheta * cos(phi); | |
float y = sinTheta * sin(phi); | |
vec3 c = vec3(x, y, z); |
- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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/* | |
The MIT License (MIT) | |
Copyright (c) 2018 Eric Arnebäck | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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/* | |
The MIT License (MIT) | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: |