The_Technology_Behind_the_Elemental_Demo_16x9_(2)
The_Technology_Behind_the_Elemental_Demo_16x9_(2)
The_Technology_Behind_the_Elemental_Demo_16x9_(2)
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Specular Sampling 1/2<br />
� Per pixel local reflections<br />
� Cone angle from Specular Power<br />
� Single cone usually sufficient<br />
� Complex BRDF possible<br />
� Adaptive for better performance<br />
� Specular brightness<br />
� Depth difference<br />
� Normal difference<br />
Advances in Real-Time Rendering in<br />
3D Graphics and Games Course<br />
Specular<br />
Up-sample in X<br />
Scatter Specular<br />
Up-sample in Y<br />
Scatter Specular<br />
Half Res<br />
Refinement<br />
Point Queue<br />
Refinement<br />
Point Queue<br />
Full Res