|
You are here |
www.reedbeta.com | ||
| | | | |
www.velanstudios.com
|
|
| | | | | ||
| | | | |
knarkowicz.wordpress.com
|
|
| | | | | In games automatic exposure or eye adaptation is an algorithm for simulating eye reaction to temporal changes in lighting conditions and for selecting optimal exposure for a given scene and lighting conditions. The main challenge here is that optimal settings are hard to define. Should we expose for sunlight, shadows or something in between? Should... | |
| | | | |
erikmcclure.com
|
|
| | | | | A long, long time ago, in pretty much the same place I'm sitting in right now, I was learning how one would do 2D lighting with soft shadows and discovered the age old adage in 2D graphics: linear gradient lighting looks better than mathematically correct inverse square lighting. Strange. I brushed it off as artistic license and perceptual trickery, but over the years, as I dug into advanced lighting concepts, nothing could explain this. | |
| | | | |
www.reedbeta.com
|
|
| | | Pixels and polygons and shaders, oh my! | ||