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therealmjp.github.io | ||
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ventspace.wordpress.com
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| | | | | This is Part 1 of a series examining techniques used in game graphics and how those techniques fail to deliver a visually appealing end result. See Part 0 for a more thorough explanation of the idea behind it. High dynamic range. First experienced by most consumers in late 2005, with Valve'sHalf Life 2: Lost Coast... | |
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mynameismjp.wordpress.com
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| | | | | A common part of most HDR rendering pipelines is some form of average luminance calculation. Typically it's used to implement Reinhard's method of image calibration, which is to map the geometric mean of luminance (log average) to some "key value". This, combined with some time-based adaptation, allows for a reasonable approximation of auto-exposure or human... | |
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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www.smashingmagazine.com
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| | | The CSS Color Module Level 4 specification defined a slew of new color features when it became a candidate recommendation in 2022, including Oklab and Oklch, which have widened the field of color we have to work with. Explore the Oklch color space and how to start using it in CSS today. | ||