Readme updated images
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README.md
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README.md
@@ -9,17 +9,17 @@ Current features are:
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#### Positions
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#### Positions
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#### Diffuse Maps
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#### Diffuse Maps
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### Screen Space Ambient Occlusion (SSAO)
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### Screen Space Ambient Occlusion (SSAO)
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@@ -27,7 +27,7 @@ In the final render pass, all G-buffer data is combined and PBR lighting calcula
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Real-time PBR enables interactive applications such as games and simulations to deliver high-fidelity visuals by leveraging modern GPU computational power.
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Real-time PBR enables interactive applications such as games and simulations to deliver high-fidelity visuals by leveraging modern GPU computational power.
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@@ -35,7 +35,7 @@ Real-time PBR enables interactive applications such as games and simulations to
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Deferred lighting efficiently renders many lights by processing geometry once into G-buffers, then computing lighting per light in screen space. This avoids redundant geometry rendering and limits lighting calculations to affected screen regions, significantly improving performance.
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Deferred lighting efficiently renders many lights by processing geometry once into G-buffers, then computing lighting per light in screen space. This avoids redundant geometry rendering and limits lighting calculations to affected screen regions, significantly improving performance.
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@@ -44,7 +44,7 @@ Deferred lighting efficiently renders many lights by processing geometry once in
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**Roughness** controls the microsurface texture of a material, affecting reflection sharpness. It governs the spread and intensity of specular highlights, crucial for realistic PBR materials.
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**Roughness** controls the microsurface texture of a material, affecting reflection sharpness. It governs the spread and intensity of specular highlights, crucial for realistic PBR materials.
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