|
You are here |
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... | |
| | | | |
blog.selfshadow.com
|
|
| | | | | ||
| | | | |
pixelesque.net
|
|
| | | | | [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
|
|
| | | ck :: yet another tech-blog | ||