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#pointlight#attenuation#siggraph

Point Light Attenuation Without Singularity - SIGGRAPH 2020 Talk

Cem Yuksel

23K subscribers • 2 videos on Hallway

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  • Recommended by 2 people: 2 in engineering communities.
  • Presented by Cem Yuksel

Advanced. Deep dive for people who know the field.

5.3K views6 years ago2 recommendations

Graphics and audioRenderingMath for programmers

Cem Yuksel presents a method for point light attenuation that avoids the singularity at zero distance, improving real-time rendering quality.

cemyuksel.com/research/pointlightattenuation/

Why it's here

2 people recommend this

What people say. Recommended as a practical mathematical solution for point light falloff in real-time rendering.

Moments people linked to

u/thygrrrin r/GraphicsProgramming • Recommends

On “How much math is required to be a graphics programmer?”

…find Computational Geometry and advanced knowledge of Algorithms to be a game changer. Because the skill ceiling is astronomical, the field of computer graphics is incredibly diverse. Pick whatever vibes with you and gets you the results you need as a graphics programmer or technical artist to express yourself. Some examples of this diversity: [video (everyday math, I use this multiple times a day) [video (3D maths/algos, use weekly) [video (tooling and procedural gen, here as art) [video (raymarching / synthesis / SDFs) https://www.diva-portal.org/smash/get/diva2:1691141/FULLTEXT01.pdf (preprocessing for specific techniques) [video (particles, motion and topology) [[video…
5View on Reddit

u/qwerty109in r/GraphicsProgramming • Recommends

On “Alternatives to inverse square falloff for point lights”

I think this might be what you're looking for: http://www.cemyuksel.com/research/pointlightattenuation/ link to this video :)