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Shaders for game development in Rust

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https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf - Disney Research - BRDF explorer http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf - Microfacet models

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https://github.com/wdas/brdf/blob/master/LICENSE This seems to be permissive, royalty free and granting patents, but derivative work must include its license.

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https://github.com/wdas/brdf - Used by Disney Research

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http://www.merl.com/brdf/

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It would be nice if you could refer to a shader in this repo and include them in the source code.

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We have 3 places to put stuff when working on this repo: - piston-range, which should contain generic operations for hierarchical contiguous arrays - piston-geometry, which should contain methods for...

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This should work as a testbed to toggle between different techniques and measure the performance. See common 3D test models https://en.wikipedia.org/wiki/List_of_common_3D_test_models

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https://www.youtube.com/watch?v=MG4QuTe8aUw This is very helpful for understanding the physics behind rendering, with a bit history and summary of modern techniques.

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As an alternative to the established methods as well as Sven's idea in #4, let me propose another approximation. Basically, BRDF analytically exposes the way light reflects from the surfaces....

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A BRDF is a description of a material. See https://en.wikipedia.org/wiki/Bidirectional_reflectance_distribution_function I think it is easier to describe the general idea from how it can be used at the atomic level....

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