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In RaZ's case, this actually fixes black artifacts when the light's position is strictly equivalent to the camera's (which should not happen in real life cases):
This optimization should probably be investigated, as the artifacts may come from a small blunder in the implementation.
The text was updated successfully, but these errors were encountered:
- In regards to the removed artifacts, it has been deemed better than the current calculation
- This may still need further investigation as to why the artifacts appeared
- Related to issue #16
- In regards to the removed artifacts, it has been deemed better than the current calculation
- This may still need further investigation as to why the artifacts appeared
- Related to issue #16
Instead of the common Fresnel calculation, Brian Karis suggests using a spherical gaussian approximation, which he deems more efficient with unnoticeable differences.
As such, the current Fresnel calculation:
would become:
In RaZ's case, this actually fixes black artifacts when the light's position is strictly equivalent to the camera's (which should not happen in real life cases):
This optimization should probably be investigated, as the artifacts may come from a small blunder in the implementation.
The text was updated successfully, but these errors were encountered: