Check out the repo instead. The Wisdom of Quinn Now with 100% more archived PDFs.
Informative DevForum posts from everyone's favorite DTS member.
(Arranged newest to oldest)
Check out the repo instead. The Wisdom of Quinn Now with 100% more archived PDFs.
Informative DevForum posts from everyone's favorite DTS member.
(Arranged newest to oldest)
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
@import UIKit; | |
@interface SceneDelegate : UIResponder <UIWindowSceneDelegate> | |
@end | |
@implementation SceneDelegate | |
@synthesize window = _window; | |
- (void)scene:(UIScene *)scene willConnectToSession:(UISceneSession *)session options:(UISceneConnectionOptions *)connectionOptions { |
#include "hemicube.h" | |
#define PACK_HEMICUBES 1 | |
static void get_hemicube_face_normal(int index, Vector3 *forward, Vector3 *left, Vector3 *up) { | |
// Unwrapped hemicube with positive-Z in the middle. | |
switch (index) { | |
case 0: *forward = Vector3(+1, 0, 0); *left = Vector3( 0, 1, 0); break; |