[HN Gopher] Improved Geometric Specular Antialiasing [pdf]
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       Improved Geometric Specular Antialiasing [pdf]
        
       Author : jakearmitage
       Score  : 44 points
       Date   : 2020-03-22 18:34 UTC (4 hours ago)
        
 (HTM) web link (www.jp.square-enix.com)
 (TXT) w3m dump (www.jp.square-enix.com)
        
       | Jasper_ wrote:
       | Heh, I added this one to our engine at work, based on the
       | deferred approximation. Of all the papers I've implemented, this
       | one was easily the most bang for our buck. Specular aliasing is a
       | big issue in games, especially considering the camera distances
       | our games work at.
       | 
       | The full paper along with the previous one is helpful for
       | understanding the theory:
       | 
       | http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeome...
       | 
       | http://www.jp.square-enix.com/tech/library/pdf/Error%20Reduc...
       | 
       | Anton also helped me figure out why I was seeing some weird
       | results. Turns out the artists had some junk normals that were
       | normally getting hidden by the aliasing. The big challenge here
       | is making sure your art can support the wider angles of the non-
       | aliased specular.
        
         | throwaway17_17 wrote:
         | I'm thankful you posted those links, they confirmed that Square
         | Enix's tech library page is reachable, it contains some great
         | stuff. Particularly the rendering overview for FFXV.
        
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       (page generated 2020-03-22 23:00 UTC)