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morad.in
| | simoncoenen.com
4.3 parsecs away

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| | A graphics study of Doom Eternal
| | www.velanstudios.com
4.6 parsecs away

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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | interplayoflight.wordpress.com
3.4 parsecs away

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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...
| | frictionalgames.blogspot.com
29.8 parsecs away

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| Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space ...