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mynameismjp.wordpress.com
| | therealmjp.github.io
3.7 parsecs away

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| | Before I bought a decent DSLR camera and started putting it in manual mode, I never really noticed bokeh that much. I always just equated out-of-focus with blur, and that was that. But now that I've started noticing, I can't stop seeing it everywhere. And now every time I see depth of field effects in a game that doesn't have bokeh, it just looks wrong. A disc blur or even Gaussian blur is fine for approximating the look of out-0f-focus areas that are mostly low-frequency, but the hot spots just don't look right at all (especially if you don't do it in HDR).
| | chetanjags.wordpress.com
3.3 parsecs away

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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...
| | leifnode.com
4.1 parsecs away

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| | I've been looking at a lot of resources on current rendering algorithms to get nice looking real-time graphics and thought that it's time that I actually go and
| | nercury.github.io
12.2 parsecs away

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| Articles and tutorials about Rust, Embedded development and Computer Graphics.