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bartwronski.com | ||
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placeholderart.wordpress.com
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| | | | | Implementing a Physically Based Camera: Understanding Exposure Manual Exposure Automatic Exposure Automatic exposure is the process of adjusting camera settings in response to a given scene to achieve a well exposed image.This is sometimes referred to as eye-adaptation in games. However, the goal here is to obtain settings that will be used by other rendering... | |
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nyanpasu64.gitlab.io
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| | | | | Adventures in programming, hardware, DSP, and chiptune | |
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simoncoenen.com
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| | | | | A graphics study of Doom Eternal | |
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therealmjp.github.io
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| | | Lately I've been thinking about things in graphics that have long worn out their welcome, and I started a list of techniques that I hope will be nowhere in sight once everyone moves on to next-gen console hardware (or starts truly exploiting high-end PC hardware). Here they are, in no particular order: Phong/Blinn-Phong - we need more expressive BRDF's for our materials, and these guys are getting in the way. Phong is just plain bad, as it doesn't even produce realistic streaks at glancing angles (due to using the reflection vector and not the halfway vector like with microfacet-based BRDF's). | ||