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| | frictionalgames.blogspot.com
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| | Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space ...
| | bartwronski.com
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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...
| | placeholderart.wordpress.com
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| | Implementing a Physically Based Camera: Understanding Exposure Manual Exposure Automatic Exposure Automatic exposure is the process of adjusting camera settings in response to a given scene to achieve a well exposed image.This is sometimes referred to as eye-adaptation in games. However, the goal here is to obtain settings that will be used by other rendering...
| | erikmcclure.com
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| A long, long time ago, in pretty much the same place I'm sitting in right now, I was learning how one would do 2D lighting with soft shadows and discovered the age old adage in 2D graphics: linear gradient lighting looks better than mathematically correct inverse square lighting. Strange. I brushed it off as artistic license and perceptual trickery, but over the years, as I dug into advanced lighting concepts, nothing could explain this. It was a mystery. Around the time I discovered microfacet theory I figured it could theoretically be an attempt to approximate non-lambertanian reflectance models, but even that wouldn't turn an exponential curve into a linear one.