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| | kinematicsoup.com
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| | Linear space lighting is a term that game developers are becoming ever more used to hearing as games reach for the next level of realism with physically based rendering models (PBR). Though linear space and its counterpart, gamma space, are fairly simple and important concepts to understand, many developers don't learn what these terms really mean. This document will define gamma and linear space, how they differ, and how it applies to the Unity engine.
| | placeholderart.wordpress.com
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| | Implementing a Physically Based Camera Understanding Exposure Manual Exposure The first post in the series described the three key properties of exposure: Aperture (N), Shutter Speed (t), and ISO (S). In this post we will implement manual exposure, meaning that all 3 values are provided by the application or user. Once again this series of...
| | knarkowicz.wordpress.com
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| | 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...
| | 3zanders.co.uk
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| A basic tutorial on creating a modern OpenGL context and getting a simple triangle drawn to the screen.