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geometrian
  • Member for 8 years, 9 months
  • Last seen more than a month ago
23 votes

How physically-based is the diffuse and specular distinction?

19 votes
Accepted

Performance of Compute Shaders vs. Fragment Shaders for Deferred Rendering

11 votes
Accepted

What is bilateral upsampling?

11 votes
Accepted

Fast antialiased line drawing

10 votes

Can I raytrace gravitational lensing using only a single point source of gravity?

8 votes

Is using many texture maps bad for caching?

6 votes

Realistic rendering: which processes of the human eye and brain do I need to consider?

5 votes

Speeding up convergence: am I reinventing the wheel?

4 votes

Can we use anisotropic filtering on 3D textures?

3 votes
Accepted

Pixel packed texture source

3 votes

What Are The Default Values of `glReadBuffer/glDrawBuffer(s)` for an FBO?

3 votes

How to combine rotation in 2 axis into one matrix

2 votes
Accepted

Is it possible to render red / blue 3d from one image and a depth buffer?

2 votes

Problem with definition of BSDF and radiance

1 vote

How to properly use the BRDF from glTF 2.0 specification in path tracing while using metallic/roughness materials?

1 vote

NURBS curve offset

0 votes
Accepted

Phong model: why no multiplication by N dot L in specular term?

0 votes

Fixing bias in Specular lobe