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Re:Pragmatic physically based rendering: Intro by andrewmu on Monday July 13, 2015 @02:29PM (#9879983)
This is really nice. I like the lighting model but also the attention to detail, e.g. scratches on the Chrome material. One thing, that might be specific to my renderer implementation - the specular reflection seems to be point sampled. Is this to do with a float texture limitation?

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