Link collection of using spherical Gaussian approximation for specular shading in games
Good article
In games
- "Real Shading in Unreal Engine 4" Brian Karis, Epic Games. SIGGRAPH 2013
- "Crafting a Next-Gen Material Pipeline for The Order: 1886" SIGGRAPH 2013
- "Calibrating Lighting and Materials in Far Cry 3" SIGGRAPH 2012
- "Approximating Translucency Revisited; With Simplified Spherical Gaussian Exponentiation" Colin Barré-Brisebois 2012
- "The Technology Behind the Unreal Engine 4 Elemental demo" SIGGRAPH 2012
- "CryENGINE 3: Reaching the Speed of Light" SIGGRAPH 2010
- "SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3" GDC 2010