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Photon Mapping Part 2

Introduction Continue with previous post, this post will describe how light map is calculated from the photon map. My light map stores incoming radiance of indirect lighting on a surface which are...

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Shader Generator

Introduction In the last few weeks, I was busy with rewriting my iPhone engine so that it can also run on the Windows platform (so that I can use Visual Studio in stead of Xcode~) and most importantly,...

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Angle based SSAO

Introduction SSAO (Screen space ambient occlusion) is a common post processing effect that approximate how much light is occluded in a given surface by the surrounding objects. In this year SIGGRAPH,...

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Implementing Voxel Cone Tracing

[Updated on 25-2-2013: added a paragraph about lowering the voxel update frequency for faster dynamic update. The demo also added a combo box for choosing the update frequency] Introduction In last...

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