Ravi Ramamoorthi – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2023-03-14T19:23:07Z http://www.open-lab.net/blog/feed/ Ravi Ramamoorthi <![CDATA[Rendering in Real Time with Spatiotemporal Blue Noise Textures, Part 2]]> http://www.open-lab.net/blog/?p=42578 2023-03-14T19:23:07Z 2021-12-17T19:26:41Z In the first post, Rendering in Real Time with Spatiotemporal Blue Noise, Part 1,  we introduced the time axis and importance sampling to blue noise...]]>

In the first post, Rendering in Real Time with Spatiotemporal Blue Noise, Part 1, we introduced the time axis and importance sampling to blue noise textures. In this post, we take a deeper look, show a few extensions, and explain some best practices. For more information, download spatiotemporal blue noise textures and generation code at NVIDIAGameWorks/SpatiotemporalBlueNoiseSDK on GitHub.

Source

]]>
0
Ravi Ramamoorthi <![CDATA[Rendering in Real Time with Spatiotemporal Blue Noise Textures, Part 1]]> http://www.open-lab.net/blog/?p=42450 2022-08-21T23:53:14Z 2021-12-17T19:24:28Z Blue noise textures are useful for providing per-pixel random values to make noise patterns in renderings. Blue noise textures are harder to see and easier to...]]>

Blue noise textures are useful for providing per-pixel random values to make noise patterns in renderings. Blue noise textures are harder to see and easier to remove than noise made by either random number generators or hashes, both being white noise. To use a blue noise texture, you tile it across the screen, read the texture with nearest neighbor point sampling, and use that as your random value.

Source

]]>
0
���˳���97caoporen����