-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "hemicube.h" | |
#define PACK_HEMICUBES 1 | |
static void get_hemicube_face_normal(int index, Vector3 *forward, Vector3 *left, Vector3 *up) { | |
// Unwrapped hemicube with positive-Z in the middle. | |
switch (index) { | |
case 0: *forward = Vector3(+1, 0, 0); *left = Vector3( 0, 1, 0); break; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// A minimal iOS app set up entirely in code using Objective-C rather than using a storyboard and UIApplicationSceneManifest in the Info.plist. | |
// Last updated for iOS 18. | |
// Swift version: https://gist.github.com/douglashill/b8125f7e2336b6a47461df0d4898f64d | |
@import UIKit; | |
@interface SceneDelegate : UIResponder <UIWindowSceneDelegate> | |
@end | |
@implementation SceneDelegate |
Check out the repo instead. The Wisdom of Quinn Now with 100% more archived PDFs.
Informative DevForum posts from everyone's favorite DTS member.
(Arranged newest to oldest)