|
You are here |
patdavid.net | ||
| | | | |
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... | |
| | | | |
blog.evjang.com
|
|
| | | | | I wrote this post last year when I was teaching Brown's graduate computer graphics course, and wanted to share this on my blog because I fi... | |
| | | | |
pixls.us
|
|
| | | | | Skin retouching is a delicate art. Effective skin retouching can feel like a black art. There have been various methods detailed in the past for ways to "smooth" skin in GIMP. Those methods ranged from disappointing at best to downright ridiculous at worst. The disappointing methods were simply a product of the best methods available at the time. The ridiculous ones seemed to be due to a lack of subtlety. Subtlety Subtlety is a key requirement when approaching skin retouching. There are... | |
| | | | |
gpfault.net
|
|
| | | [AI summary] The article explains how to render the Mandelbrot set using WebGL and GLSL shaders, detailing the mathematical theory, code implementation, and color palette techniques. | ||