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patdavid.net
| | momentsingraphics.de
25.5 parsecs away

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| | [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
25.7 parsecs away

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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...
| | bartwronski.com
21.2 parsecs away

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| | 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
50.5 parsecs away

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| Heedless of the rain and thunder, we rose early to walk in the Chicago Botanic Garden on Friday.