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etodd.io
| | placeholderart.wordpress.com
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| | SeriesIntroduction This series of posts are inspired by the excellent "Moving Frostbite to Physically Based Rendering" 1 presentation from SIGGRAPH 2014. In the presentation, they describe the decision to move to a physically based camera to support and validate theuse of real-world lighting values. Implementing a physically based camera provides familiarity to the player and...
| | pixelesque.net
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| | [AI summary] The author discusses implementing motion blur in the Imagine software by managing ray samples and avoiding aliasing through random shuffling.
| | kottke.org
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| | When you perfectly match a video camera's frame rate to the rotation of a helicopter's rotors as it takes off, it lo
| | mattkeeter.com
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