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Simon's Tech Blog

Recently, I was implementing skin shading in my engine. The pre-integrated skin shading technique is chosen because it has a low performance cost and does not require another extra pass. The idea is to pre-bake the scattering effect over a ring into a texture for different curvature to look up during run-time. More information can be found in the GPU Pro 2. And also in the presentation of the game "The Oder:1886". The head on the left is lit with Oren-Nayar shading. Curve Approximation for Direct Lighting.

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Simon's Tech Blog | simonstechblog.blogspot.com Reviews
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Recently, I was implementing skin shading in my engine. The pre-integrated skin shading technique is chosen because it has a low performance cost and does not require another extra pass. The idea is to pre-bake the scattering effect over a ring into a texture for different curvature to look up during run-time. More information can be found in the GPU Pro 2. And also in the presentation of the game The Oder:1886. The head on the left is lit with Oren-Nayar shading. Curve Approximation for Direct Lighting.
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1 simon's tech blog
2 pre integrated skin shading
3 introduction
4 the siggraph slides
5 float3 curve0;
6 float3 curve1;
7 result
8 conclusion
9 to 1/ r
10 reference
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Simon's Tech Blog | simonstechblog.blogspot.com Reviews

https://simonstechblog.blogspot.com

Recently, I was implementing skin shading in my engine. The pre-integrated skin shading technique is chosen because it has a low performance cost and does not require another extra pass. The idea is to pre-bake the scattering effect over a ring into a texture for different curvature to look up during run-time. More information can be found in the GPU Pro 2. And also in the presentation of the game "The Oder:1886". The head on the left is lit with Oren-Nayar shading. Curve Approximation for Direct Lighting.

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1

Simon's Tech Blog: 10.11

http://simonstechblog.blogspot.com/2011_10_01_archive.html

Several weeks ago, I need to implement a game screen for user to choose a level. At that time, I read some post. About using PID controller for controlling the behavior of a system, so I decided to try it on the UI. PID controller. Is a control loop feedback mechanism which generate an output to a system based on the difference between a measured value and a desired value:. Your browser does not support the canvas tag/WebGL. This is a static example of what would be seen. Tuning the PID variables. Using ...

2

Simon's Tech Blog: 02.15

http://simonstechblog.blogspot.com/2015_02_01_archive.html

Recently, I was implementing skin shading in my engine. The pre-integrated skin shading technique is chosen because it has a low performance cost and does not require another extra pass. The idea is to pre-bake the scattering effect over a ring into a texture for different curvature to look up during run-time. More information can be found in the GPU Pro 2. And also in the presentation of the game "The Oder:1886". The head on the left is lit with Oren-Nayar shading. Curve Approximation for Direct Lighting.

3

Simon's Tech Blog: 02.12

http://simonstechblog.blogspot.com/2012_02_01_archive.html

Extracting dominant light from Spherical Harmonics. Functions can represent low frequency data such as diffuse lighting, where those high frequency details are lost after projected to SH. Luckily we can extract a dominant directional light from SH coefficients to fake specular lighting. We can also extract more than 1 directional light from SH coefficients, but this post will only focus on extracting 1 dominant light, those interested can read Stupid Spherical Harmonics (SH) Tricks. Should equals to 1:.

4

Simon's Tech Blog: 04.12

http://simonstechblog.blogspot.com/2012_04_01_archive.html

Software Rasterizer Part 2. Continue with the previous post. After filling the triangle with scan line or half-space algorithm, we also need to interpolate the vertex attributes across the triangle so that we can have texture coordinates or depth on every pixel. However we cannot directly interpolate those attributes in screen space because projection transform after perspective division is not an affine transformation. Interpolate in screen space. Condition for linear interpolation. Is a matrix, x.

5

Simon's Tech Blog: 11.11

http://simonstechblog.blogspot.com/2011_11_01_archive.html

Continue to the last post. Which introduce Dual Number, it can be extended to Dual Quaternion. Dual Quaternion is similar to Quaternion. With all the real numbers replaced by dual numbers:. Dual quaternion can also be regrouped into the following form by:. Which is in terms of 2 quaternions (real part and dual part). Dual quaternion can perform arithmetic operations as below:. Note that the norm of a dual quaternion is a dual number. Dual Quaternion as Rigid Transform. To representation a translation (t.

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Simon's Tech Blog

Recently, I was implementing skin shading in my engine. The pre-integrated skin shading technique is chosen because it has a low performance cost and does not require another extra pass. The idea is to pre-bake the scattering effect over a ring into a texture for different curvature to look up during run-time. More information can be found in the GPU Pro 2. And also in the presentation of the game "The Oder:1886". The head on the left is lit with Oren-Nayar shading. Curve Approximation for Direct Lighting.

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