3 thoughts on “GLTFLoader: metal-rough demo has sparkles ✨

  1. It would be great to get optional (because it will be slower) importance sampling into our GGX and BlinnPhong BRDF implementations. One could configure the number of samples one wants to use — and ensure the default of 1 sample is as fast as it is now. Here is a paper that describes importance sampling with, I believe, all of the math details required for implementation:


    Importance sampling will produce the highest quality result for the required computational investment from the GPU. Better than ManualSSAA by far, and still better than hardware-based MSAA by at least twice if not more.

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