Rendering in Real Time with Spatiotemporal Blue Noise Textures, Part 2 – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-04-02T18:57:57Z http://www.open-lab.net/blog/feed/ Alan Wolfe <![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...

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.

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