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| | seblagarde.wordpress.com
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| | Version : 1.28 - Living blog - First version was 2 December 2011 This post replace and update a previous post name "Tips, tricks and guidelines for specular cubemap" with information contain in the Siggraph 2012 talk "Local Image-based Lighting With Parallax-corrected Cubemap" available here. Image-based lighting (IBL) is common in game today to simulate...
| | kosmonautblog.wordpress.com
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| | In this article I will explore ways to make Signed Distance Fields work in my engine. We can use SDFs for efficient and beautiful 3d renderings not possible otherwise. Signed Distance Fields are basically volume textures that are assigned to a mesh or height map etc.. The idea is to sample a number of locations...
| | wickedengine.net
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| | varun.ca
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| When building a 3D scene using libraries such as Three.js we generally use meshes. You define a geometry attach some material to it to...