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The Technology Behind the Elemental Demo - Unreal Engine

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Gaussian Specular<br />

Dot = saturate(dot(N, H))<br />

Threshold = 0.04<br />

CosAngle = pow(Threshold, 1 / BlinnPhongSpecularPower)<br />

NormAngle = (Dot - 1) / (CosAngle – 1)<br />

LightSpecular = exp(- NormAngle * NormAngle) * Lambert<br />

Phong<br />

Gaussian<br />

Advances in Real-Time Rendering in<br />

3D Graphics and Games Course<br />

� Gaussian Specular for less aliasing [McKesson12]<br />

� Our empirical approximation

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