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belcour.github.io | ||
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blog.selfshadow.com
[AI summary] A blog post announces a Physical Based Shading course at SIGGRAPH 2014 featuring talks on shading theory, game engine updates, and VFX industry applications from industry experts. |
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seblagarde.wordpress.com
The slides of my talk "Physically-Based Materials: Where Are We?" in the open real-time rendering course at Siggraph 2017 are available here: http://openproblems.realtimerendering.com/s2017/index.html This talk is about current state of the art of physically based material in real time rendering and what could be done in the future. Often people tend to say that material... |
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www.dusterwald.com
Path tracing is all the rage in the offline rendering space these days. From Cycles to SuperFly (based on the open source Cycles) to Octane, most new rendering engines seem to be using this technology. Sometimes referred to as "unbiased, physically correct rendering" what is path tracing, how is it different to ray tracing and is it the future of high quality offline rendering? I will be looking to answer all of those questions in this blog post for anyone... Read More Read More |
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www.cyphar.com
An overview of my experiences getting into kernel development, something I've been interested in for a long time. |
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