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placeholderart.wordpress.com | ||
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mynameismjp.wordpress.com
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| | | | | 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... | |
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seblagarde.wordpress.com
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| | | | | The slides of my talk "Physically-Based Materials: Where Are We?" in the open real-time rendering course at Siggraph 2017 are available here: http://openproblems.realtimerendering.com/s2017/index.html This talk is about current state of the art of physically based material in real time rendering and what could be done in the future. Often people tend to say that material... | |
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csantosbh.wordpress.com
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| | | | | 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... | |
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www.elopezr.com
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| | | [latexpage] Rise of the Tomb Raider (2015) is the sequel to the excellent Tomb Raider (2013) reboot. I personally find both refreshing as they move away from the stagnating original series and rete... | ||