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| | blog.johnnovak.net
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| | Personal blog of John Novak
| | bartwronski.com
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| | Introduction There are no visual effects that are more controversial than variouslens and sensor effects. Lens flares, bloom, dirty lens, chromatic aberrations... All of those have their lovers and haters. Couple years ago many games used cheap pseudo HDR effect by blooming everything; then we had light-shafts craze (almost every UE3 game had them, often...
| | ventspace.wordpress.com
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| | This is Part 1 of a series examining techniques used in game graphics and how those techniques fail to deliver a visually appealing end result. See Part 0 for a more thorough explanation of the idea behind it. High dynamic range. First experienced by most consumers in late 2005, with Valve'sHalf Life 2: Lost Coast...
| | leifnode.com
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| I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global