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auzaiffe.wordpress.com
| | jwsteachingandlearning.wordpress.com
2.7 parsecs away

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| | Much has been written on the value about Barak Rosenshine's 'Principles of Instruction' (2012) so there is no needfor me to add much more to this except by sharing the following: some ways of accessing histen principles (or seventeen if you read further on), some opinions on why this is a 'must-read' for teachers from...
| | mynameismjp.wordpress.com
4.6 parsecs away

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| | A common part of most HDR rendering pipelines is some form of average luminance calculation. Typically it's used to implement Reinhard's method of image calibration, which is to map the geometric mean of luminance (log average) to some "key value". This, combined with some time-based adaptation, allows for a reasonable approximation of auto-exposure or human...
| | seblagarde.wordpress.com
2.7 parsecs away

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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...
| | knarkowicz.wordpress.com
35.3 parsecs away

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| In 2013 Anomaly 2 mobile version (iOS/Android/Blackberry) by a small indie studio 11 Bit Studios was released. It was an interesting project as we needed to run heavy content from PC version on much weaker mobile platforms. I'd like to write about rendering technology behind it and share my experiences about implementing a lightmap baker....