Sebastián Mestre's user avatar
Sebastián Mestre's user avatar
Sebastián Mestre's user avatar
Sebastián Mestre
  • Member for 7 years, 2 months
  • Last seen more than a month ago
4 votes

How can I implement this BSDF?

3 votes
Accepted

Changing sin frequency smoothly in shader

3 votes

Paper for the approximation formula provided by Brian Karis

3 votes
Accepted

Why is the approximation valid, in the formula provided by Brian Karis?

3 votes
Accepted

Relationship between roughness and BRDF

2 votes

How does notch's new graphics engine work?

2 votes
Accepted

How to use shadow mapping and deferred rendering to create a large amount of lights?

1 vote

What is a Gaussian Lobe concerning BRDF and NDF?

1 vote

Why do we have to partition non-convex polygons into convex polygons in a map in Binary Space Partitioning?

1 vote
Accepted

How to smooth out a voxel grid?

1 vote
Accepted

Phong Modified BRDF Implementation

1 vote

Combine material coefficients and textures in Phong Shading

1 vote
Accepted

fix over exposure in importance sampling in screen space reflections

1 vote

Why are BRDF and the lighting uncorrelated?