The post discusses transforming non-differentiable rasterizers into differentiable ones, introduces isotropic distribution of visible normals for GGX-Smith, and explains object space shading based on per-half-edge texturing.
Table of contents
Transforming a Non-Differentiable Rasterizer into a Differentiable One with Stochastic Gradient EstimationVNDF importance sampling for an isotropic Smith-GGX distributionColour Science Precis for the CGI ArtistReal-time Seamless Object Space Shading[video] Terrain Tessellation Shaders // Terrain Rendering Episode 13[video] An Optimisation 6 Years In The MakingSort: