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belcour.github.io
| | 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.
| | placeholderart.wordpress.com
6.1 parsecs away

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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...
| | reindernijhoff.net
6.5 parsecs away

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| | Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling. The path tracer is based
| | leifnode.com
27.5 parsecs away

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| I've been looking at a lot of resources on current rendering algorithms to get nice looking real-time graphics and thought that it's time that I actually go and