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Extend README to describe ch10_ltc and ch11_ssao.
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README.md

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@@ -6,8 +6,30 @@ Prototypes developed while reading RTR 4th edition.
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The repository contains several standalone applications demonstrating real-time rendering techniques.
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### ch11_ssao
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Implement Screen-Space Ambient Occlusion (SSAO) in a viewer supporting PBR shading and image-based lighting (IBL).
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The scene is highly customizable via a GUI.
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Two SSAO variants are provided, both with optional bilateral filtering:
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* Spherical sampling (_Crytek_).
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* [Normal-oriented hemispherical sampling](https://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html), with optional importance sampling.
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[![ssao_ibl_split](https://adnn.github.io/assets/rtr_prototypes/ch11_ssao/rtr_11-diagonal-ao_shade-864.png)](https://adnn.github.io/assets/rtr_prototypes/ch11_ssao/rtr_11-diagonal_ao_shade-1920.jpg)
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### ch10_ltc
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Implement [Linearly Transformed Cosines](https://eheitzresearch.wordpress.com/415-2/) (LTC) for shading with polygonal-light.\
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LTCs accurately approximate common BRDFs, such as GGX.
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The integration of an LTC with a polygonal light is analytic and exact.
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Computational cost scales linearly with the number of light edges.
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[![ltc_colored_lights-clay](https://adnn.github.io/assets/rtr_prototypes/ch10_ltc/colored_scene-clay-864.png)](https://adnn.github.io/assets/rtr_prototypes/ch10_ltc/colored_scene-clay.jpg)
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### ch10_area_lights
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Implement sphere lights and tube lights with fast approximations, such as most-representative point.
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[![area-lights roughness scale](https://adnn.github.io/assets/shared/area_lights-roughness_variations-864_646.jpg)](https://adnn.github.io/assets/shared/area_lights-roughness_variations.jpg)
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[![area-lights roughness scale](https://adnn.github.io/assets/rtr_prototypes/ch10_area_lights/area_lights-roughness_variations-864_646.jpg)](https://adnn.github.io/assets/rtr_prototypes/ch10_area_lights/area_lights-roughness_variations.jpg)

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