Graphics Engineer

Joined May 2019
Found another potential optimization, breaking up instruction dependency, and allowing better pipeline while quarter-rate rcp runs. Got mixed results here, either no net gain or ~5% gain. Probably depends on the compiler, but should use this formulation eitherway.
I see Stubbe's octahedral decode opt in almost every usage I come across. But I've never seen it used for encoding. The same symmetry applies here! and its ~50% faster. Especially important for octahedral-encoded textures, as it's required for every sample! please RT.
1
1
1
11
950
I see Stubbe's octahedral decode opt in almost every usage I come across. But I've never seen it used for encoding. The same symmetry applies here! and its ~50% faster. Especially important for octahedral-encoded textures, as it's required for every sample! please RT.
After playing around with symmetries for a bit, this seems like a cute and slightly faster way to decode octahedral normals than what seems to have become the standard approach. No outer conditional and reusing 1.0-abs(..) terms from n.z.
2
21
2
82
6,861
Example of full padded octahedral-encoded mipchain. Pre-convolved with GGX roughness lobes.
3
228
Octahedral-encoded indirect specular map, with added border so it allows bilinear filtering, pre-convolved mips & trivially tiled within texture atlas. shadertoy.com/view/43G3Dd
1
11
1,011
different spectral band
124
plasma tornado. I love the sun.
164