Explore >> Select a destination


You are here

interplayoflight.wordpress.com
| | chetanjags.wordpress.com
4.5 parsecs away

Travel
| | Image Based Lighting is used to implement ambient lighting for dynamic objects coming from static objects in a game level. In most cases, it is used for specular lighting or reflections. In this process lighting information at thepotential point of interests is stored in a special type of cube maps called Light probes. These Light...
| | mynameismjp.wordpress.com
5.5 parsecs away

Travel
| | A common part of most HDR rendering pipelines is some form of average luminance calculation. Typically it's used to implement Reinhard's method of image calibration, which is to map the geometric mean of luminance (log average) to some "key value". This, combined with some time-based adaptation, allows for a reasonable approximation of auto-exposure or human...
| | morad.in
3.4 parsecs away

Travel
| | Foreword Since the release of the latest installment in the Metro series I've spent a few hours looking under the hood and I think there are some things that might be interesting to other tech oriented people. My goal is not to do an extensive analysis or to dig into the shader disassembly but to [...]
| | tayfunkayhan.wordpress.com
24.8 parsecs away

Travel
| Ever since I came across Tom Verbeure's impressive project in which he's implemented a real-time Whitted ray tracer on an FPGA, I had a burning desire to have a crack at something similar while adding a thing or two new on top of the idea. Thus was born the next project idea of mine: implementing...