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clip mapping // LiAR isn’t a raytracer
I’ve added clip mapping (*) to LiAR, which is some sort of alpha channel for surfaces. It can be used to create holes in a surface using a texture.
2.
passing light samples to shaders // LiAR isn’t a raytracer
When the shader is called, it of course need to know what light is reaching its surface. Initially, the shader would call each light for samples and check ...
3.
depth of field // LiAR isn’t a raytracer
Some time ago, I mentioned I was implementing depth of field in LiAR. Well, I finally managed to code and test it. The following image illustrates the depth ...
4.
ray differentials & texture anti-aliasing // LiAR isn’t a raytracer
i know i should be editing your refl/refr article (pls mail me texnixcentre doc :)), but… “The idea is that when a viewing is reflected or refracted, ...
5.
ray differentials & texture anti-aliasing // LiAR isn’t a raytracer
On Mercury’s request, I’ve been playing with ray differentials and texture filtering this week. Ray differentials are essentially derivatives of the viewing ...
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