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| | | | | colinbarrebrisebois.com | |
| | | | | Figure 1: Direct and Indirect Illumination from a single directional light source. [1] This post is part of the series "Finding Next-Gen". Original version on 2015/11/08. Liveblogging, because opinions evolve over time. Global Illumination? Global illumination (GI) is a family of algorithms used in computer graphicsthatsimulate how light interacts and transfers between objects in a... | |
| | | | | morad.in | |
| | | | | Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...] | |
| | | | | www.jendrikillner.com | |
| | | | | 3D Programmer | |
| | | | | seblagarde.wordpress.com | |
| | | 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... | ||