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www.reedbeta.com | ||
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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. | |
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frictionalgames.blogspot.com
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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 ... | |
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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... | |
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zamundaaa.github.io
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| | | In Plasma 6.2, KWin switched from doing linear blending with HDR to blending in a gamma 2.2 space. Let's take a look at what that means, and why it was done. | ||