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4 votes
1 answer
264 views

Algorithm to sample an SDF?

3 votes
1 answer
105 views

What's the difference of using smoothstep and linear interpolation for antialiasing?

0 votes
1 answer
49 views

Applications of the outer product in shaders

2 votes
1 answer
58 views

Origins, Basis, and Axes

0 votes
0 answers
77 views

Additional uses of sin and cos

0 votes
0 answers
38 views

Implementation of "Manifold reconstruction using tangential Delaunay complexes"

2 votes
0 answers
35 views

How to ensure energy conservation of a coat layer on top of an arbitrary BSDF?

0 votes
1 answer
34 views

Take normal map X, and normal map Y, and calculate the "difference" between them, resulting in normal map Z; how to figure out normal map Z?

1 vote
0 answers
33 views

"Identity" or "no-op" GLSL shader program

1 vote
1 answer
25 views

Launch RenderDoc from within an application

3 votes
0 answers
26 views

One-sample multiple importance sampling, with environment and brdf

0 votes
0 answers
24 views

Why does writing to FBO with GL_FRAMEBUFFER_SRGB darken the image

2 votes
0 answers
23 views

How to make a large PNG sprite

0 votes
0 answers
18 views

Projection Matrix to Intrinsic parameters

0 votes
0 answers
16 views

Alternative names for Persistence Post-Processing Effect

0 votes
0 answers
16 views

When building a photon map, if I observe a diffuse reflection from a phong material, how is the throughput updated?

0 votes
0 answers
16 views

Figuring out the normal map that is the "difference" between two other normal maps

0 votes
0 answers
14 views

How can I render to a specific display with the lowest possible latency using DirectX 12 and Windows 11?


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