Staff graphics engineer at @unity.com. Formerly Playdead, NVIDIA, Microsoft.
apoorvaj.io
📍Copenhagen
Next up: intermingling font and emoji rendering.
Next up: intermingling font and emoji rendering.
The complex IOR can be converted into an F0 (Fresnel reflectance value of a ray aligned with the normal). This can be used in Schlick's approximation. en.wikipedia.org/wiki/Schlick...
The complex IOR can be converted into an F0 (Fresnel reflectance value of a ray aligned with the normal). This can be used in Schlick's approximation. en.wikipedia.org/wiki/Schlick...
- .ppy file format for local saves
- Automatic browser persistence
- WebP import/export support
Building fast and shipping features regularly. Try it out — feedback very welcome.
- .ppy file format for local saves
- Automatic browser persistence
- WebP import/export support
Building fast and shipping features regularly. Try it out — feedback very welcome.
Ground truth: 128x128 diffuse map fed into disney diffuse + ggx lambert
Inference: 128x128 weights map fed into same model. L2 loss, learnt on a laptop GPU in 13 seconds.
Visually identical results.
Ground truth: 128x128 diffuse map fed into disney diffuse + ggx lambert
Inference: 128x128 weights map fed into same model. L2 loss, learnt on a laptop GPU in 13 seconds.
Visually identical results.
Turns out almost all of that time is taken on a UI update, 70% of which is an Array.ContainsItem check. Smells like an easy fix!
Turns out almost all of that time is taken on a UI update, 70% of which is an Array.ContainsItem check. Smells like an easy fix!
I still can't run on the GPU for some reason, and my final output is still garbage, so lots to do.
I still can't run on the GPU for some reason, and my final output is still garbage, so lots to do.
Textures from matlib.gpuopen.com/main/materia...
Textures from matlib.gpuopen.com/main/materia...