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kinematicsoup.com | ||
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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. | |
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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blog.wolfire.com
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zamundaaa.github.io
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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. | ||