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| | | | | 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... | |
| | | | | pixls.us | |
| | | | | The IMAGE team of the GREYC laboratory (UMR CNRS 6072, Caen, France) is pleased to announce the release of a new 2.2 version of G'MIC, its open-source, generic, and extensible framework for image processing. As we already did in the past, we take this opportunity to look at the latest notable features added since the previous major release (2.0, last June). The G'MIC project Twitter feed The G'MIC Online Web Service Note 1: click on a picture to view a larger version. Note 2: This is a... | |
| | | | | blog.evjang.com | |
| | | | | You can download a PDF (typset in LaTeX) of this blog post here . Jupyter Notebook Code on GitHub: https://github.com/ericjang/pt-jax ... | |
| | | | | blog.maximeheckel.com | |
| | | A compilation of my Raymarching and Signed Distance Field learnings and work. In it, I teach you how to leverage those techniques along with lighting models, smoothmin, soft shadows, and some math to create beautiful 3D raymarched scenes ranging from abstract shapes to infinite realistic-looking landscapes. | ||