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by albertoven
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Veach - refractive BTDF adjoint Attachment(s)
by dawelter » Mon Apr 23, 2018 6:33 am » in General Development - 0
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by dawelter
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Basis Construction with Tangent Vector
by josh247 » Mon Feb 12, 2018 7:59 pm » in Tools, Demos & Sources - 0
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by jbikker
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Learning Light Transport the Reinforced Way
by catalytic » Wed Feb 08, 2017 2:41 pm » in Links & Papers - 0
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by martin
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Map OpenGL depth buffer in CUDA kernel
by szellmann » Mon Jul 11, 2016 9:12 am » in General Development - 0
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by szellmann
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relation between differential solid angle and surface area
by shocker_0x15 » Sat Feb 27, 2016 8:43 pm » in General Development - 0
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by martinradev
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by spectral
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by mscharrer
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Looking for a BVH packet traversal with frustum test
by mrluzeiro » Fri Sep 11, 2015 1:28 pm » in General Development - 0
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by mrluzeiro
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generate frustum from rays to use in packet test
by mrluzeiro » Sun Sep 06, 2015 4:09 pm » in General Development - 0
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by mrluzeiro
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Looking for Cylinder-Ray intersection without use quadrics
by mrluzeiro » Thu Aug 20, 2015 10:52 am » in General Development - 0
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by mrluzeiro
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Efficient grid construction source code available (CUDA C++)
by ziu » Sun Jul 12, 2015 1:57 am » in General Development - 0
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Probabilistic Connections for Bidirectional Path Tracing
by Paleos » Wed Jun 17, 2015 11:14 pm » in Links & Papers - 0
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Improved half vector space light transport and Manifold NEE
by Paleos » Sun May 31, 2015 4:34 am » in Links & Papers - 0
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SVO Voxel Raycaster Tech Demo with Image Warping
by spacerat » Thu May 21, 2015 3:03 pm » in Tools, Demos & Sources - 0
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by Paleos
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by Paleos
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Unbiased way to independently find SDS paths
by Paleos » Mon Apr 13, 2015 9:06 pm » in General Development - 0
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by koiava
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