 
      
    | You are here | blog.selfshadow.com | ||
| | | | | therealmjp.github.io | |
| | | | | 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). | |
| | | | | chetanjags.wordpress.com | |
| | | | | Image Based Lighting is used to implement ambient lighting for dynamic objects coming from static objects in a game level. In most cases, it is used for specular lighting or reflections. In this process lighting information at thepotential point of interests is stored in a special type of cube maps called Light probes. These Light... | |
| | | | | advances.realtimerendering.com | |
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| | | | | alain.xyz | |
| | | An overview of various ray operations, their similarities, differences, and how to implement each type of ray operation in real time rendering. | ||