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

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| | [AI summary] This course provides an in-depth look at the latest advancements in real-time graphics and rendering techniques used in modern game development. It features industry experts and researchers from leading game studios and companies, covering topics such as motion blur, global illumination, subsurface scattering, shadow rendering, and dynamic simulations. The course is structured into two parts, with each part offering practical insights into rendering pipelines, material models, and production-proven techniques. It is ideal for professionals in the game development industry and those seeking to understand cutting-edge real-time rendering methods.
| | kinematicsoup.com
5.9 parsecs away

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| | 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.
| | www.froyok.fr
6.2 parsecs away

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| | Portfolio and Blog about realtime 3D creations and tutorials by Froyok
| | gouthamanbalaraman.com
31.0 parsecs away

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| This post explains how to use moment matching to reduce variance in Monte Carlo simulation of the Hull-White term structure model.