30 Albedo vs Diffuse 2015-08-26T20:05:29.413

15 How does state of the art real time hair rendering work? 2015-08-09T20:27:41.297

12 Physically based shading - ambient/indirect lighting 2016-09-05T21:20:35.890

11 How is screen space ambient occlusion implemented? 2015-08-31T01:48:27.043

10 Trying to implement Microfacet BRDF but my result images are wrong 2015-08-09T10:18:03.970

7 What is ambient occlusion? 2015-08-31T22:59:35.523

6 Shading: Phong vs Gouraud vs Flat 2015-08-31T01:58:54.870

6 Programmatically generating vertex normals 2016-09-23T12:20:26.900

6 Sampling against geometry normals 2016-12-10T17:52:17.820

5 Microfacet shading for diffuse materials 2018-01-27T23:30:33.477

4 Inconsistent shading in pathtraced image 2018-01-30T18:10:46.643

3 Surface shading on an triangle 2016-05-26T08:59:25.520

3 Phong: Real-time rendering of Metal and Plastic Materials 2017-03-22T10:01:56.727

3 What's the difference between geometric surface normal and shading surface normal? 2017-08-10T02:57:16.860

3 How to dynamically calculate texture coordinates in a vertex shader with OpenGL? 2017-10-24T06:27:41.470

3 Paper for the approximation formula provided by Brian Karis 2018-01-11T19:58:40.987

3 How can you efficiently get the last element occluding light when rendering shadows? 2018-02-13T23:14:24.200

2 Does smooth lighting work with Gouraud shading on single triangles? 2017-05-22T17:25:59.793

2 Interpolating normals during animation 2017-09-11T14:40:32.310

1 What does $E_L$ mean in the context of shading equations from the book "Real time rendering"? 2016-07-29T12:20:10.287

1 Lambertian Shading of a cube 2016-10-20T19:46:13.413

1 Specular exponent spectrum 2017-02-09T11:14:46.130

1 General interpolation practices 2017-09-11T16:09:09.940