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Merge pull request #35 from Pjbomb2/Dev
Dev
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README.md

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<li>OIDN for offline denoising</li>
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<li>PBR Texture Support</li>
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<li>Next Event Estimation with Multiple Importance Sampling</li>
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<li>Efficient Light BVH from PBRT 4 for Next Event Estimation</li>
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<li>Spherical Gaussian Light Tree or the Light BVH for Next Event Estimation</li>
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<li>Support for all default unity lights(Using Next Event Estimation)</li>
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<li>Bloom, Depth of Field, AutoExposure, TAA, Tonemapping</li>
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<li>Precomputed Multiple Atmospheric Scattering for the sky</li>
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<li>True Bindless texturing(Thanks to Meetem)</li>
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<li>Convolution Bloom(Not mine)</li>
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<li>Vulkan and Metal support(Your mileage may vary)</li>
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<li>Mesh slicing using SDFs(Does not modify meshes, for rendering cuts only, like cross-sections)</li>
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</ul>
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MASSIVE thanks to
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</br>[Ylitie et al](https://research.nvidia.com/sites/default/files/publications/ylitie2017hpg-paper.pdf)
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</br>[ebruneton](https://ebruneton.github.io/precomputed_atmospheric_scattering/)
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</br>[Convolutional Bloom](https://github.com/AKGWSB/FFTConvolutionBloom)
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</br>[Spherical Gaussian Light Tree](https://gpuopen.com/download/publications/Hierarchical_Light_Sampling_with_Accurate_Spherical_Gaussian_Lighting.pdf)
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</br>[Light BVH(PBRT 4)](https://pbr-book.org/4ed/Light_Sources/Light_Sampling#x3-LightBoundingVolumeHierarchies)
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</br>
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