Comments for Sébastien Lagarde
https://seblagarde.wordpress.com
Random thoughts about graphics in gameSun, 25 Feb 2018 23:03:58 +0000hourly1http://wordpress.com/Comment on Feeding a physically based shading model by Chad Ashley
https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/#comment-4989
Sun, 25 Feb 2018 23:03:58 +0000http://seblagarde.wordpress.com/?p=107#comment-4989Thanks for this amazing article. However, I cannot get your SL-GetSpecularColor.exe to work. Can you please provide a bit more info on how to properly run this exe?

Thanks!

Chad

]]>Comment on Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel by seblagarde
https://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/#comment-4984
Thu, 22 Feb 2018 21:18:45 +0000http://seblagarde.wordpress.com/?p=822#comment-4984Good catch, fixed. Thanks for the report :), Was a typo doesn’t change the derivation.
]]>Comment on Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel by SebMestre
https://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/#comment-4983
Thu, 22 Feb 2018 20:10:42 +0000http://seblagarde.wordpress.com/?p=822#comment-4983Hello! I know this is really old but it still is among the top results in a google search. there is a mistake in the math: log(a) is not log2(a*log(2)), it is log2(a)*log(2) or log2(a)/log2(e). It would be neat if that was fixed; It threw me off for a while.

Thank you!

]]>Comment on Siggraph 2014 : Moving Frostbite to Physically based rendering V3 by Confluence: Allgemeines
https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/#comment-4980
Wed, 21 Feb 2018 21:52:09 +0000http://seblagarde.wordpress.com/?p=3272#comment-4980Enscape

]]>Comment on Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel by seblagarde
https://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/#comment-4959
Sun, 11 Feb 2018 18:57:19 +0000http://seblagarde.wordpress.com/?p=822#comment-4959Hey. This was an approximation for PS3 Nvidia gpu architecture (which was the limiting target at the time). It is not an optimization on AMD GCN. Regarding mobile, I have no knowledge in this area so can’t answer. But I bet the large range of GPU available for mobile mean the answer is: it depends.
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