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Merge pull request #35 from Pjbomb2/Dev
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Dev
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Pjbomb2 authored Nov 9, 2024
2 parents c851f76 + 436639a commit 60b083b
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5 changes: 4 additions & 1 deletion README.md
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<li>OIDN for offline denoising</li>
<li>PBR Texture Support</li>
<li>Next Event Estimation with Multiple Importance Sampling</li>
<li>Efficient Light BVH from PBRT 4 for Next Event Estimation</li>
<li>Spherical Gaussian Light Tree or the Light BVH for Next Event Estimation</li>
<li>Support for all default unity lights(Using Next Event Estimation)</li>
<li>Bloom, Depth of Field, AutoExposure, TAA, Tonemapping</li>
<li>Precomputed Multiple Atmospheric Scattering for the sky</li>
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<li>True Bindless texturing(Thanks to Meetem)</li>
<li>Convolution Bloom(Not mine)</li>
<li>Vulkan and Metal support(Your mileage may vary)</li>
<li>Mesh slicing using SDFs(Does not modify meshes, for rendering cuts only, like cross-sections)</li>
</ul>

MASSIVE thanks to
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</br>[Ylitie et al](https://research.nvidia.com/sites/default/files/publications/ylitie2017hpg-paper.pdf)
</br>[ebruneton](https://ebruneton.github.io/precomputed_atmospheric_scattering/)
</br>[Convolutional Bloom](https://github.com/AKGWSB/FFTConvolutionBloom)
</br>[Spherical Gaussian Light Tree](https://gpuopen.com/download/publications/Hierarchical_Light_Sampling_with_Accurate_Spherical_Gaussian_Lighting.pdf)
</br>[Light BVH(PBRT 4)](https://pbr-book.org/4ed/Light_Sources/Light_Sampling#x3-LightBoundingVolumeHierarchies)
</br>


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