|
You are here |
placeholderart.wordpress.com | ||
| | | | |
csantosbh.wordpress.com
|
|
| | | | | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable... | |
| | | | |
mynameismjp.wordpress.com
|
|
| | | | | 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... | |
| | | | |
therealmjp.github.io
|
|
| | | | | So I'm hoping that if you're reading this, you've already attended or read the slides from my presentation about The Order: 1886 that was part of the Physically Based Shading Course at SIGGRAPH last week. If not, go grab them and get started! If you haven't read through the course notes already there's a lot of good info there, in fact there's almost 30 pages worth! The highlights include: Full description of our Cook-Torrance and Cloth BRDF's, including a handy optimization for the GGX Smith geometry term (for which credit belongs to Steve McAuley) Analysis of our specular antialiasing solution Plenty of details regarding the material scanning process HLSL sample code for the Cook-Torrance BRDF's as well as the specular AA roughness modification Lots of bea... | |
| | | | |
adityarohilla.com
|
|
| | | This short post is written for recent graduates, current students and code newbies looking for a job as a Software Engineer in the Big N companies like Google, Facebook, Amazon, Netflix etc. I have personally tried most of the resources mentioned here (free and paid) during my job search. These have helped me to land... | ||