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geometrian
  • Member for 8 years, 3 months
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23 votes

How physically-based is the diffuse and specular distinction?

17 votes
Accepted

Performance of Compute Shaders vs. Fragment Shaders for Deferred Rendering

11 votes
Accepted

Fast antialiased line drawing

10 votes

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

10 votes
Accepted

What is bilateral upsampling?

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