Skip to content

Felix Wang's Blog

All about Graphics Programming and UX Design

  • About Me

Month: January 2019

Graphics Programming

Volumetric fog/light rendering

felixwang On January 23, 2019April 21, 2019

Except the real-time rendering of the objects in the world with a physically based BRDF model, another important phenomenon in the real world is participating media. Of course, the object itself can be a participating media too. That’s why BRDF is gradually replaced by the new BSDF, which regards objects more of a media thanContinue Reading


Graphics Programming

Implement the clustered lighting method

felixwang On January 22, 2019January 22, 2019

Between tiled and clustered lighting methods, I finally chose clustered lighting for our project. The detailed reasons will be described in later articles. Lights vs Clusters The first step of a clustered lighting algorithm is separating the camera frustum into clusters. How to separate the frustum actually affects two things: the efficiency of computing andContinue Reading


Categories

  • Graphics Programming

Recent Posts

  • Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 5
  • Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 4
  • Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 3
  • Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 2
  • Frustum Aligned Rendering Solution in VR with Unity’s Scriptable Rendering Pipeline – Part 1

Archives

  • February 2019
  • January 2019
  • January 2018