Recently I have published a seires of articles on developer.nvidia.com about Lens Matched Shading and its integration into Unreal Engine 4. I am also reposting it here on my blog. The original post can be viewed at here: Lens Matched Shading and Unreal Engine 4 Integration Part 1
Continuing the seris on LMS and UE4 integration, this time we take a deep dive into the details of integration into UE4. The original post can be viewed here.
Welcome to my new site! I created my previous website edxgraphics.com in 2012 to serve as my portfolio when I was applying grad school. And I’ve been sporadically updating it with technical blogs, stunning images rendered by my softwares, as well as information on my projects.
Recently I have been re-writing my own GUI library. This time I took an immediate mode approach rather than the traditionally “retained mode”. I am quite happy with what I’ve got so far, both in terms of functionality and aesthetic. The following is a screenshot.
Recently I have implemented irradiance caching in the renderer I have been independently developing, EDXRay. This enabled the renderer to synthesize noiseless images in a short amount of time.