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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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