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belcour.github.io
| | placeholderart.wordpress.com

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...
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| | pixelesque.net

[AI summary] The author discusses implementing motion blur in the Imagine software by managing ray samples and avoiding aliasing through random shuffling.
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| | blog.selfshadow.com

[AI summary] This post details the 2016 SIGGRAPH course on physically based shading, covering recent advances, workflows, and real-time rendering strategies from industry leaders at Pixar, Lucasfilm, Unreal Engine, and Frostbite.
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| | macoy.me

[AI summary] An article arguing that learning to build games from scratch without engines is valuable because it reveals true hardware limits and avoids the artificial constraints of pre-built tools.
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