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zamundaaa.github.io | ||
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ventspace.wordpress.com
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| | | | | 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... | |
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haasn.xyz
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| | | | | [AI summary] A technical list of common misconceptions programmers hold regarding video decoding, playback synchronization, color spaces, and hardware API limitations. | |
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kinematicsoup.com
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| | | | | Linear space lighting is a term that game developers are becoming ever more used to hearing as games reach for the next level of realism with physically based rendering models (PBR). Though linear space and its counterpart, gamma space, are fairly simple and important concepts to understand, many developers don't learn what these terms really mean. This document will define gamma and linear space, how they differ, and how it applies to the Unity engine. | |
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therealmjp.github.io
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| | | A few months ago my coworker showed me some slides from a presentation by tri-Ace regarding their game "Star Ocean 4".The slides that really caught my eye were pages 90 to 96, where they discussed their approach to tone mapping. Instead of using the standard Reinhard tone mapping operator that everybody is so fond of, they decided to instead use curves based on actual specifications from different film types and CMOS sensors. | ||