|
You are here |
blog.selfshadow.com | ||
| | | | |
blog.wolfire.com
|
|
| | | | | ||
| | | | |
colinbarrebrisebois.com
|
|
| | | | | Hello Bokeh, My Old Friend I've come to talk with you again... It's been a while. The last time we spoke to each other was back at SIGGRAPH 2011in theAdvances in Real-Time Rendering course with John White. Separable Hexagonal Bokeh Depth-of-Field in Need For Speed: The Run You've Been Around Back then, we didn't give... | |
| | | | |
seblagarde.wordpress.com
|
|
| | | | | The slides of my talk "Physically-Based Materials: Where Are We?" in the open real-time rendering course at Siggraph 2017 are available here: http://openproblems.realtimerendering.com/s2017/index.html This talk is about current state of the art of physically based material in real time rendering and what could be done in the future. Often people tend to say that material... | |
| | | | |
thenumb.at
|
|
| | | [AI summary] This technical post explains how neural networks are used as primitives to represent complex computer graphics data like images, geometry, and light fields through various activation functions and input encodings. | ||