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Explore various different interpolation strategies to use for 2D linear motion.
Share this demo with Nathan (pro-bono) and try to get some involvement back with their project.
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Return to PBR rendering
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Convert DDS loading to use nvImage to load HDR uffizi cubemap.
Work on exposure and get the scene looking good with HDR, may need to bump up direct light intensity?
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Get roughness working with this HDR cubemap, eg. use roughness to index the mip chain.
Look into a normalized BRDF function that accepts roughness, eg. microfacet model.
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Get fresnel working so some reflection is visible even on the diffuse stone and more
reflection is visible at grazing angles (quite important for realistic go stone visuals)
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Reread Seb Legarde stuff again start to finish.
http://seblagarde.wordpress.com/2011/08/17/hello-world/
Dig in a bit deeper into the source material (especially Naty's siggraph talks)
and understand the math and physical reasoning behind it.
Start here:
http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a_notes.pdf
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Continue studying trip through the graphics pipeline.
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Identify areas where my math is weak and work to study those parts.
Khan Academy? Probably the best bet to start.
Get a desk so I can study.
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Get go board rendering working
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Render skybox and then in-game, render a cubemap from the center of a stone (size 35?)
Make sure this cubemap is captured in HDR, eg. pre-tonemapping.
This cubemap can then be input into CubeMapGen or cmft to get a correct radiance
and irradiance cubemap including the go board in the scene, eg. reflected color of the wood.
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Research raytracing signed distance fields for shadows
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