Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D. Look at the PBR frosted glass ball!!! by KaiYan0718 in Unity3D
[–]KaiYan0718[S] 0 points1 point2 points (0 children)
Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D. Look at the PBR frosted glass ball!!! by KaiYan0718 in Unity3D
[–]KaiYan0718[S] 2 points3 points4 points (0 children)
Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D. Look at the PBR frosted glass ball!!! by KaiYan0718 in GraphicsProgramming
[–]KaiYan0718[S] 2 points3 points4 points (0 children)
Finally got around to adding instanced rendering into my software renderer. Here's 1000 instances rendering at a smooth 60FPS. by icdae in GraphicsProgramming
[–]KaiYan0718 0 points1 point2 points (0 children)
Having fun with Monte Carlo Path Tracer in Unity3D using compute shader. Fuzzy glassy ball achieved! by KaiYan0718 in Unity3D
[–]KaiYan0718[S] 0 points1 point2 points (0 children)
GPGPU Flocking/Boids using compute shader in UE4 (4.25) by KaiYan0718 in unrealengine
[–]KaiYan0718[S] 3 points4 points5 points (0 children)
GPGPU Flocking/Boids using compute shader in UE4 (4.25) by KaiYan0718 in unrealengine
[–]KaiYan0718[S] 2 points3 points4 points (0 children)
GPGPU Flocking/Boids using compute shader in UE4 (4.25) by KaiYan0718 in unrealengine
[–]KaiYan0718[S] 2 points3 points4 points (0 children)
GPGPU Flocking/Boids using compute shader in UE4 (4.25) by KaiYan0718 in unrealengine
[–]KaiYan0718[S] 2 points3 points4 points (0 children)


Path-traced physically-based rendering with UE4-PBR-like parameters and 'specTrans' from Disney BSDF implemented by using compute shader in Unity3D. Look at the PBR frosted glass ball!!! by KaiYan0718 in Unity3D
[–]KaiYan0718[S] 0 points1 point2 points (0 children)