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marctenbosch.com
| | advances.realtimerendering.com
6.2 parsecs away

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| | [AI summary] The course provides an in-depth exploration of real-time rendering techniques used in modern video games, highlighting practical applications and innovations from the game development community and cutting-edge research. It features presentations from industry leaders and researchers, covering topics such as motion blur, global illumination, subsurface scattering, and dynamic sand simulation, with a focus on performance, visual fidelity, and production-ready solutions.
| | seblagarde.wordpress.com
5.0 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...
| | alain.xyz
4.1 parsecs away

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| | A review of the rendering architecture of Control, reviewing their ray tracer, rendering architecture, and technical art direction.
| | zamundaaa.github.io
15.6 parsecs away

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| In Plasma 6.2, KWin switched from doing linear blending with HDR to blending in a gamma 2.2 space. Let's take a look at what that means, and why it was done.