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November 22, 2013 @ 4:56 pm · Filed under Graphics. At Siggraph this year purely about physically based shading. The trouble is, I’m still not really sure exactly what it means…. When looking at material response, I expect that most people start with the usual Lambert for diffuse plus Blinn-Phong with a Fresnel effect for specular and continue on their happy way. At some point, they may start to read about physically-based shading, and discover the idea of energy conservation (something I wrote about.

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CodeItNow | rorydriscoll.com Reviews
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November 22, 2013 @ 4:56 pm · Filed under Graphics. At Siggraph this year purely about physically based shading. The trouble is, I’m still not really sure exactly what it means…. When looking at material response, I expect that most people start with the usual Lambert for diffuse plus Blinn-Phong with a Fresnel effect for specular and continue on their happy way. At some point, they may start to read about physically-based shading, and discover the idea of energy conservation (something I wrote about.
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1 codeitnow
2 about me
3 physically based shading
4 energy conservation
5 before
6 brdf model
7 brdf comparison
8 permalink
9 comments 5
10 derivative map artifacts
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CodeItNow | rorydriscoll.com Reviews

https://rorydriscoll.com

November 22, 2013 @ 4:56 pm · Filed under Graphics. At Siggraph this year purely about physically based shading. The trouble is, I’m still not really sure exactly what it means…. When looking at material response, I expect that most people start with the usual Lambert for diffuse plus Blinn-Phong with a Fresnel effect for specular and continue on their happy way. At some point, they may start to read about physically-based shading, and discover the idea of energy conservation (something I wrote about.

INTERNAL PAGES

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1

CodeItNow – Page 2

http://www.rorydriscoll.com/page/2

Friday, September 2, 2016. Goto Appearance Menus -: for setting up menu. What’s wrong with this picture? January 30, 2010. January 31, 2010. Well, you could point out a number of things to answer that question. There’s some pretty obvious aliasing, a random pixel on the ground which should be in shadow but isn’t, it’s noisy, boring etc. But that’s not my point. The point is: It’s too dark! April 21, 2009. March 13, 2009. Energy Conservation In Games. January 25, 2009. December 12, 2011. January 24, 2009.

2

Graphics – CodeItNow

http://www.rorydriscoll.com/category/graphics

Friday, September 2, 2016. Goto Appearance Menus -: for setting up menu. November 22, 2013. January 11, 2012. July 22, 2012. So the paper itself can be a little hard to read. If you’re interested in reading it, then I would recommend first reading Jim Blinn’s original bump mapping paper to understand…. January 8, 2012. January 11, 2012. What’s wrong with this picture? January 30, 2010. January 31, 2010. April 21, 2009. Energy Conservation In Games. January 25, 2009. December 12, 2011. January 24, 2009.

3

Derivative Maps – CodeItNow

http://www.rorydriscoll.com/2012/01/11/derivative-maps

Saturday, August 27, 2016. Goto Appearance Menus -: for setting up menu. January 11, 2012. July 22, 2012. I recently came across an interesting paper, Bump Mapping Unparametrized Surfaces on the GPU. Of Naughty Dog. This paper describes an alternative method to normal mapping, closely related to bump mapping. The alluring prospect of this technique is that it doesn’t require that a tangent space be defined. Mikkelsen is apparently well-versed in academic obfuscation (tsk! What’s Wrong with Normal Maps?

4

Energy Conservation In Games – CodeItNow

http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games

Sunday, August 21, 2016. Goto Appearance Menus -: for setting up menu. Energy Conservation In Games. January 25, 2009. December 12, 2011. Recently at work I was chatting with a colleague, and the topic of energy conservation for specular reflections came up. This reminded me that I’ve been sitting on a blog post for a while about just this subject, so I thought it was time to finish it. Where Cd is the diffuse material color, Li is the light color,. Is the normal, and. As the name suggests, energy conser...

5

Lighting: The Rendering Equation – CodeItNow

http://www.rorydriscoll.com/2008/08/24/lighting-the-rendering-equation

Sunday, August 21, 2016. Goto Appearance Menus -: for setting up menu. Lighting: The Rendering Equation. August 24, 2008. January 11, 2009. One of the things I accepted at the beginning was the maths used to perform the lighting of our models during rendering. While I could understand how the equations appeared to yield decent looking results, I never understood where they came from, and why they worked. What are the units of brightness we use for lights? I’ve included a slightly simplified version...

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blog.joolsadams.org blog.joolsadams.org

innovation | Julian Adams

https://blog.joolsadams.org/tag/innovation

The blog that doesn’t exist and no one reads. Skip to primary content. Skip to secondary content. September 30, 2014. Most of the tech press has been lukewarm on the Apple Watch. I think they are missing the point. Drew Crawford gets the technology. He also provides a great dissection of the business, positioning and marketing aspects:. We’ll set an Apple Watch ad against a luxury clothing brand ad. Which one is which? The point is, you’d be hard-pressed to tell these apart. How Do Good Ideas Spread?

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XNACPC: Xbox 360 Amstrad CPC Emulator, released! « gavpugh.com

http://www.gavinpugh.com/2011/11/11/xnacpc-xbox-360-amstrad-cpc-emulator-released

XNACPC: Xbox 360 Amstrad CPC Emulator, released! 11 November, 2011 at 9:44am XNA / C#. On and off during the last month or so, I’ve worked toward finishing a project I wrote about last year. It’s an Amstrad CPC Emulator, written in C# using the Microsoft XNA library. I’ve written plenty about the background and motivation in the previous blog post. This post is just here to announce the finished product, and touch a little on the things I’ve worked on recently. CRTC – Good Timing and Accurate Video.

pulsarengine.com pulsarengine.com

Book Reviews | Pulsar Engine

http://pulsarengine.com/category/book-reviews

Game Engine Development Blog. Skip to primary content. Skip to secondary content. Category Archives: Book Reviews. Book Review: Team Leadership in the Game Industry. June 22, 2011. In the Game Industry. Simply put, I really liked this book. In fact, I thought the book was so good that I bought two additional copies as gifts for a pair of coworkers who were just getting started as leaders of their own teams. 8221; Spaulding outlines the traits that are commonly chosen common and explains not only why they...

blog.stevemcauley.com blog.stevemcauley.com

lighting « Steve McAuley

http://blog.stevemcauley.com/tag/lighting

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt. And I g...

blog.stevemcauley.com blog.stevemcauley.com

Extension to Energy-Conserving Wrapped Diffuse « Steve McAuley

http://blog.stevemcauley.com/2013/01/30/extension-to-energy-conserving-wrapped-diffuse

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

pulsarengine.com pulsarengine.com

Color | Pulsar Engine

http://pulsarengine.com/category/color

Game Engine Development Blog. Skip to primary content. Skip to secondary content. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is important to note that the HSV c...

pulsarengine.com pulsarengine.com

joey | Pulsar Engine

http://pulsarengine.com/author/joey

Game Engine Development Blog. Skip to primary content. Skip to secondary content. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is important to note that the HSV c...

pulsarengine.com pulsarengine.com

March | 2013 | Pulsar Engine

http://pulsarengine.com/2013/03

Game Engine Development Blog. Skip to primary content. Skip to secondary content. Monthly Archives: March 2013. March 5, 2013. I love color. In fact, one of my first posts I ever wrote for my developer website was based on setting up color printing for console output (which is super useful for distinguishing errors from normal informational output). Let’s start with the basics. The class only has a small set of member functions for clamping, linear interpolation between two colors, etc. Also, a. It is im...

blog.stevemcauley.com blog.stevemcauley.com

materials « Steve McAuley

http://blog.stevemcauley.com/tag/materials

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt.

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CodeItNow

November 22, 2013 @ 4:56 pm · Filed under Graphics. At Siggraph this year purely about physically based shading. The trouble is, I’m still not really sure exactly what it means…. When looking at material response, I expect that most people start with the usual Lambert for diffuse plus Blinn-Phong with a Fresnel effect for specular and continue on their happy way. At some point, they may start to read about physically-based shading, and discover the idea of energy conservation (something I wrote about.

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If more comes to me I’ll make another post, but I will again try to follow up on my promise to do a post a day. Today’s cheesecake is the lovely Dawn from Pokemon. It’s a week later. It’s the middle of the week. Back to square one. Time to take better care of myself. No cheesecake this time as this is a serious post. A blog post a day? I hope to type up something interesting every day, be it about my personal life, gaming, tokusatsu, or whatever else comes to mind. Please keep an eye out on this page...

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