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Monthly Archives: December 2011

Baking signals into textures

Posted on December 30, 2011 by Stefan Reinalter
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Whenever you’re baking signals into texture maps, there’s quite some issues to watch out for, regardless of the signal you’re baking. This post will try to explain issues I ran into while implementing a baking framework.

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Posted in Graphics | Tagged baking, filtering, game engine, gutter, lightmap, molecule, rasterization, texture baking | Leave a reply

A multitude of ray-tracers to choose from

Posted on December 6, 2011 by Stefan Reinalter
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I’ve recently had the need for a simple ray-tracer since I started working on a precomputed radiance transfer (PRT) baking tool. There’s multitudes of sample code, implementations and SDKs available, so I wanted to share my findings after a bit of research.

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Posted in Graphics | Tagged C++, cuda, embree, molecule, openCL, optix, ray-tracing | 7 Replies

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