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morad.in
| | www.adriancourreges.com
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| | DOOM pioneered fundamental changes in game design and mechanics back in 1993, it was a world-wide phenomenon which propelled to fame iconic figures ...
| | interplayoflight.wordpress.com
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| | Recently, I've been playing Metro: Exodus on Series X a second time, after the enhanced edition was released, just to study the new raytraced GI the developers added to the game (by the way, the game is great and worth playing anyway). What makes this a bigger achievement is that the game runs at 60fps...
| | simoncoenen.com
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| | A graphics study of Doom Eternal
| | 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).