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| | | | | simoncoenen.com | |
| | | | | A graphics study of Doom Eternal | |
| | | | | nyanpasu64.gitlab.io | |
| | | | | Adventures in programming, hardware, DSP, and chiptune | |
| | | | | ventspace.wordpress.com | |
| | | | | 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... | |
| | | | | ksimek.github.io | |
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