3 ms·
Light/material calculation in shaders requires exponentiation, which is a costly operation. If a clever lookup table can get around that, it sure can be faster.
by Arwill 2y ago
Light/material calculation in shaders requires exponentiation, which is a costly operation. If a clever lookup table can get around that, it sure can be faster.
- magicalhippo 2y agoUsing a lookup table[1] or other approximations like wavelets[2] for complex BRDFs is a well-known strategy. [1]: https://github.com/HectorMF/BRDFGenerator https://github.com/HectorMF/BRDFGenerator [2]: https://hal.science/hal-01518547/document https://hal.science/hal-01518547/document