Explore >> Select a destination


You are here

danangell.com
| | leifnode.com
5.5 parsecs away

Travel
| | I've been looking at a lot of resources on current rendering algorithms to get nice looking real-time graphics and thought that it's time that I actually go and
| | reindernijhoff.net
4.5 parsecs away

Travel
| | I know I'm a bit late to the party, but I had a lot of fun reading "Ray tracing in one weekend" by Peter Shirley yesterday. I implemented some of the chapters of the book in four shaders on Shadertoy.
| | www.jakobmaier.at
5.0 parsecs away

Travel
| | In this project I wrote a monte-carlo path tracer in C++ with some nice features, including mesh rendering, direct light sampling and various different materials.
| | kinematicsoup.com
28.9 parsecs away

Travel
| Linear space lighting is a term that game developers are becoming ever more used to hearing as games reach for the next level of realism with physically based rendering models (PBR). Though linear space and its counterpart, gamma space, are fairly simple and important concepts to understand, many developers don't learn what these terms really mean. This document will define gamma and linear space, how they differ, and how it applies to the Unity engine.