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blackhole12.blogspot.com | ||
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frictionalgames.blogspot.com
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| | | | | Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space ... | |
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filmicworlds.com
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| | | | | Linear-space lighting is the single most important thing for graphics programmers and technical artists to know. It's not that hard, but for whatever reason, no one really teaches it. Personally, I got a BS and MS at Georgia Tech, took basically every graphics class they had, and didn't hear about it until I learned about it from George Borshukov. This post is essentially the short version from my talk at GDC this year. You can check out the slides for more details. | |
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erikmcclure.com
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| | | | | A long, long time ago, in pretty much the same place I'm sitting in right now, I was learning how one would do 2D lighting with soft shadows and discovered the age old adage in 2D graphics: linear gradient lighting looks better than mathematically correct inverse square lighting. Strange. I brushed it off as artistic license and perceptual trickery, but over the years, as I dug into advanced lighting concepts, nothing could explain this. | |
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solid-angle.blogspot.com
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| | | Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a b... | ||