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belcour.github.io
| | placeholderart.wordpress.com
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| | SeriesIntroduction This series of posts are inspired by the excellent "Moving Frostbite to Physically Based Rendering" 1 presentation from SIGGRAPH 2014. In the presentation, they describe the decision to move to a physically based camera to support and validate theuse of real-world lighting values. Implementing a physically based camera provides familiarity to the player and...
| | blog.selfshadow.com
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| | pixelesque.net
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| | [AI summary] The author discusses implementing motion blur in the Imagine software by managing ray samples and avoiding aliasing through random shuffling.
| | www.claudiokuenzler.com
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| ck :: yet another tech-blog