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The Technology Behind the Elemental Demo - Unreal Engine

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Diffuse Sampling 1/2<br />

� Similar to Final Ga<strong>the</strong>ring [Jensen02]<br />

� Problem:<br />

� Few samples for good performance<br />

� Enough samples for quality (cone angle)<br />

� Well distributed over hemisphere to reduce error<br />

� Don’t want noise<br />

� Don’t want to blur over normal details<br />

� Diffuse is mostly low frequency<br />

� Coherency important for efficiency<br />

Advances in Real-Time Rendering in<br />

3D Graphics and Games Course

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