PhySG in equations
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The rendering equation for PhySG, along a view-direction $o$ from camera, is defined as follows: \(R(o) = \int_{S^2} L(i) \rho_o(i) max(0, i.n) di\)
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The rendering equation for PhySG, along a view-direction $o$ from camera, is defined as follows: \(R(o) = \int_{S^2} L(i) \rho_o(i) max(0, i.n) di\)
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The rendering equation, along a view-direction $o$ from camera, is defined as follows:
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A spherical Gaussian is a function defined on the surface of a sphere. It is defined as follows:
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This post mainly covers following works in brief:
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I got the idea of this blog post when a friend of mine shared an answer on Quora. In this answer, Miguel Oliveira explains how the Machine Learning algorithm performed effectively, that is, took less time on increasing training batch size just because of changing to a more efficient data structure for the problem. This concept is usually overlooked by many people in the industries, making them wondering if they should actually care about efficient algrithms.
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