Been a while since I wrote an article on lighting and ray-marching, so I decided to write one on how to set-up a basic Lambertian light algorithms. All the code and the final shader are available on my ShaderToy page, anyways, let’s dive in. We will use Ray-Marching using 2 Continue Reading
Episode 2 – Rendering, 3D programming and the SSRT algorithms.
In this episode I receive Olivier Therrien, a senior rendering programmer working in applied research. He is also know for his screen-space technique to simulate indirect lighting in real-time application, known as a SSRT. Before working at his current position, he worked in company for the likes of Ubisoft, Frima Continue Reading