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blog.selfshadow.com
| | www.hackerschool.com
12.4 parsecs away

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| | I was talking with a friend about my plan to sit in my room for three months and read Cracking the Coding Interview, and he told me about the Recurse Center. It seemed so curiosity driven; a perfect synergy of what I needed professionally and spiritually at the time.
| | advances.realtimerendering.com
7.6 parsecs away

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| | [AI summary] This course provides an in-depth look at the latest advancements in real-time graphics and rendering techniques used in modern game development. It features industry experts and researchers from leading game studios and companies, covering topics such as motion blur, global illumination, subsurface scattering, shadow rendering, and dynamic simulations. The course is structured into two parts, with each part offering practical insights into rendering pipelines, material models, and production-proven techniques. It is ideal for professionals in the game development industry and those seeking to understand cutting-edge real-time rendering methods.
| | www.jendrikillner.com
12.0 parsecs away

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| | therealmjp.github.io
45.0 parsecs away

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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).