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Siggraph 2014 : Moving Frostbite to Physically based rendering

The slides, course notes and Mathematica files of me and my-coworker Charles de Rousiers “Moving Frostbite to Physically based rendering” are available here:...

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Siggraph 2016: An Artist-Friendly Workflow for Panoramic HDRI

The slides and course notes files of me and my-coworker Sébastien Lachambre and Cyril Jover “An Artist-Friendly Workflow for Panoramic HDRI” are available here: On the official PBR course website:...

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Siggraph 2017: Physically-Based Materials: Where Are We?

The slides and course notes files of my talk “Physically-Based Materials: Where Are We?” in the open real-time rendering course at Siggraph 2017 are available here:...

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GBuffer helper – Packing integer and float together

Version : 1.0 – Living blog With GBuffer approach, it is often required to pack values together. One useful case is to be able to pack an integer value (often matching an enum like material ID) and a...

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Siggraph 2018: The Road toward Unified Rendering with Unity’s High Definition...

The slides of my and Evgenii Golubev talk “The Road toward Unified Rendering with Unity’s High Definition Render Pipeline” in the advance realtime rendering course at Siggraph 2018 are available here:...

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