The Technology Behind the Elemental Demo - Unreal Engine
The Technology Behind the Elemental Demo - Unreal Engine
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