- Rendering Physically-Based ModelIO Materials
- Physically Based Rendering in Filament
- Simplified PBR Shading Model for Unreal
- OpenGL - PBR (video) & OpenGL - PBR - LearnOpenGL & Source Code + Demos
- Moving Frostbite to PBR Slides SLIDES PAPER
- https://lousodrome.net/blog/light/2020/01/04/physically-based-rendering-references-at-the-end-of-2019/
- https://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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#!/bin/bash | |
# Multicore minterpolate in ffmpeg | |
# Just slice & process & concat | |
# NB: The concat points between slices may be weird | |
# Default arguments | |
ff=/usr/bin/ffmpeg | |
fps=60 | |
dur=00:00:10 |
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Encoder av1_nvenc [NVIDIA NVENC av1 encoder]: | |
General capabilities: dr1 delay hardware | |
Threading capabilities: none | |
Supported hardware devices: cuda cuda d3d11va d3d11va | |
Supported pixel formats: yuv420p nv12 p010le yuv444p p016le yuv444p16le bgr0 bgra rgb0 rgba x2rgb10le x2bgr10le gbrp gbrp16le cuda d3d11 | |
av1_nvenc AVOptions: | |
-preset <int> E..V....... Set the encoding preset (from 0 to 18) (default p4) | |
default 0 E..V....... | |
slow 1 E..V....... hq 2 passes | |
medium 2 E..V....... hq 1 pass |
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/*============================================================================= | |
ReShade 5 effect file | |
github.com/martymcmodding | |
Author: Pascal Gilcher / Marty McFly | |
ReShade Motion Estimation Shader for dense 2D UV-space motion vectors | |
Based on ReShade Motion Estimation by Jakob Wapenhensch | |
(https://github.com/JakobPCoder/ReshadeMotionEstimation) |
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//Normal distribution function (Trowbridge-Reitz GGX) | |
float DistributionGGX(float NdotH, float alpha2) | |
{ | |
float f = (NdotH * alpha2 - NdotH) * NdotH + 1.0f; | |
return alpha2 / (f * f * PI); | |
} | |
//Height-correlated Smith-GGX visibility function | |
float VisibilitySmithGGX(float NdotL, float NdotV, float alpha2) | |
{ |
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static const float3x3 lrgb2cone = { | |
0.412165612, 0.211859107, 0.0883097947, | |
0.536275208, 0.6807189584, 0.2818474174, | |
0.0514575653, 0.107406579, 0.6302613616, | |
}; | |
static const float3x3 cone2lab = { | |
+0.2104542553, +1.9779984951, +0.0259040371, | |
+0.7936177850, -2.4285922050, +0.7827717662, | |
+0.0040720468, +0.4505937099, -0.8086757660, |
gathering of links 2019
Real Shading in Unreal Engine
"A Multiple-Scattering Microfacet Model for Real-Time Image-based Lighting"
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# For all snippets, check documentation for details and settings. | |
# encode video from a V4L2 device, using specified settings. | |
# x265 worked somewhat better here and produced less skips (although uses 10x CPU compared to x264) | |
ffmpeg -f video4linux2 -framerate 30 -input_format mjpeg -video_size 1920x1080 -i /dev/video6 -c:v libx265 -preset ultrafast -c:a none -crf 20 out.mp4 | |
# Convert a raw YUYV422 frame from my USB "microscope" to PNG: | |
# other valid pixel formats are e.g. rgb24 or yuv420p | |
ffmpeg -f rawvideo -video_size 2592x1944 -pixel_format yuyv422 -i input_yuyv422_2592x1944.dat -f image2 output.png |
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analytic | |
# variables go here... | |
# only floats supported right now. | |
# [type] [name] [min val] [max val] [default val] | |
::begin parameters | |
float roughness 0 1 1 | |
float f0 0 1 0.04 | |
::end parameters |