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kinematicsoup.com
| | 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.
| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | logins.github.io
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| | Still Textures Since the main article about textures was too long, I dediced to split it in two parts. You can check the first part by following this link. This second post about textures will go trough filtering, swizzling, gamma correction and practical texture usage in D3D12. To check a practical usage of textures you can refer to my github repo FirstDX12Renderer by clicking here. Texture Filtering In a texture sampling context, Filtering is the set of operations that we perform on the texels surrounding the sampling point, to determine the output color. As mentioned in the previous sections, filtering is mainly useful when we sample a texture being transformed in size or rotated: in these cases certain filters will prevent aliasing artifacts. There are d...
| | 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. It was a mystery. Around the time I discovered microfacet theory I figured it could theoretically be an attempt to approximate non-lambertanian reflectance models, but even that wouldn't turn an exponential curve into a linear one.