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blog.selfshadow.com
| | chetanjags.wordpress.com
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| | 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...
| | 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).
| | seblagarde.wordpress.com
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| | Version : 1.31 - Living blog - First version was 2 August 2011 With permission of my company : Dontnod entertainment http://www.dont-nod.com/ This last year sees a growing interest for physically based rendering. Physically based shading simplify parameters control for artists, allow more consistent look under different lighting condition and have better realistic look. As...
| | vlad.website
29.5 parsecs away

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| In 2020, I started writing a 3D game engine from scratch in C++. This is a post about how I added skeletal animation to it. Drake is in it, so buckle up.