Evgeny Muralev
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Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

Progressive Light Transport Simulation on the GPU: Survey and Improvements

Progressive Light Transport Simulation on the GPU: Survey and Improvements

genBRDF: Discovering New Analytic BRDFs with Genetic Programming

genBRDF: Discovering New Analytic BRDFs with Genetic Programming

Realtime Global Illumination techniques collection

Realtime Global Illumination techniques collection

Fast Global Illumination Approximations on Deep G-Buffers

Fast Global Illumination Approximations on Deep G-Buffers

Interactive Indirect Illumination Using Voxel Cone Tracing | Research

Interactive Indirect Illumination Using Voxel Cone Tracing | Research

Fast Global Illumination Approximations on Deep G-Buffers

Fast Global Illumination Approximations on Deep G-Buffers

Compact Precomputed Voxelized Shadow

Compact Precomputed Voxelized Shadow

Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces

Rendering Glints on High-Resolution Normal-Mapped Specular Surfaces

Why is a drop of water clear but the lake is blue?  Galatea Lake, Canada

Why is a drop of water clear but the lake is blue? Galatea Lake, Canada