|
You are here |
patdavid.net | ||
| | | | |
momentsingraphics.de
|
|
| | | | | [AI summary] A technical blog post explaining the theory, generation methods, and practical applications of blue noise textures for real-time computer graphics. | |
| | | | |
ventspace.wordpress.com
|
|
| | | | | 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... | |
| | | | |
bartwronski.com
|
|
| | | | | Local tonemapping in action. HDRI texture credit: Greg Zaal, CC0. In this post I want to close the loop and come back to the topic I described ~6y ago! Local tonemapping (I'll refer to it as LTM) - a component I considered a missing piece in video games rendering, especially with physically-based pipelines and using... | |
| | | | |
nerdishly.com
|
|
| | | Heedless of the rain and thunder, we rose early to walk in the Chicago Botanic Garden on Friday. | ||