Explore >> Select a destination


You are here

kosmonautblog.wordpress.com
| | blog.maximeheckel.com
14.8 parsecs away

Travel
| | A compilation of my Raymarching and Signed Distance Field learnings and work. In it, I teach you how to leverage those techniques along with lighting models, smoothmin, soft shadows, and some math to create beautiful 3D raymarched scenes ranging from abstract shapes to infinite realistic-looking landscapes.
| | knarkowicz.wordpress.com
15.2 parsecs away

Travel
| | 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....
| | jamie-wong.com
11.0 parsecs away

Travel
| | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called
| | seblagarde.wordpress.com
45.4 parsecs away

Travel
| Version : 1.28 - Living blog - First version was 2 December 2011 This post replace and update a previous post name "Tips, tricks and guidelines for specular cubemap" with information contain in the Siggraph 2012 talk "Local Image-based Lighting With Parallax-corrected Cubemap" available here. Image-based lighting (IBL) is common in game today to simulate...