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@MomentsInGraphics@mastodon.gamedev.place

2025-11-13 20:39 UTC

My second blog post on spectral rendering is out. This one explains how to use wavelength importance sampling to minimize color noise while limiting the overhead to 0.3 ms and how to make BRDFs spectral. https://momentsingraphics.de/SpectralRendering2Rendering.html

Replies (1)

  • @Dimas@social.edu.nl 2025-11-25 12:24

    @MomentsInGraphics@mastodon.gamedev.place Would it be somehow possible to directly work with the fourier sRGB colors to not have to do stochastic sampling of the wavelengths? I'd imagine that would work less well with spiky spectra (maybe do a special case for those?), but could work for smooth spectra.

    Open ##2494186