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belcour.github.io
| | blog.selfshadow.com
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| | [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.
| | colinbarrebrisebois.com
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| | Hello Bokeh, My Old Friend I've come to talk with you again... It's been a while. The last time we spoke to each other was back at SIGGRAPH 2011in theAdvances in Real-Time Rendering course with John White. Separable Hexagonal Bokeh Depth-of-Field in Need For Speed: The Run You've Been Around Back then, we didn't give...
| | seblagarde.wordpress.com
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| | 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...
| | www.adriancourreges.com
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| DOOM pioneered fundamental changes in game design and mechanics back in 1993, it was a world-wide phenomenon which propelled to fame iconic figures ...