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www.reedbeta.com
| | advances.realtimerendering.com
4.8 parsecs away

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| | [AI summary] The course provides an in-depth exploration of real-time rendering techniques used in modern video games, highlighting practical applications and innovations from the game development community and cutting-edge research. It features presentations from industry leaders and researchers, covering topics such as motion blur, global illumination, subsurface scattering, and dynamic sand simulation, with a focus on performance, visual fidelity, and production-ready solutions.
| | knarkowicz.wordpress.com
4.3 parsecs away

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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...
| | frictionalgames.blogspot.com
4.0 parsecs away

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| | Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space ...
| | blackhole12.blogspot.com
7.3 parsecs away

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| 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...