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zamundaaa.github.io | ||
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filmicworlds.com
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| | | | | Linear-space lighting is the single most important thing for graphics programmers and technical artists to know. It's not that hard, but for whatever reason, no one really teaches it. Personally, I got a BS and MS at Georgia Tech, took basically every graphics class they had, and didn't hear about it until I learned about it from George Borshukov. This post is essentially the short version from my talk at GDC this year. You can check out the slides for more details. | |
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kinematicsoup.com
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| | | | | Linear space lighting is a term that game developers are becoming ever more used to hearing as games reach for the next level of realism with physically based rendering models (PBR). Though linear space and its counterpart, gamma space, are fairly simple and important concepts to understand, many developers don't learn what these terms really mean. This document will define gamma and linear space, how they differ, and how it applies to the Unity engine. | |
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frictionalgames.blogspot.com
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| | | | | Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space ... | |
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3zanders.co.uk
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| | | A basic tutorial on creating a modern OpenGL context and getting a simple triangle drawn to the screen. | ||