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www.gamearchitect.net
| | blog.selfshadow.com

[AI summary] This post details the 2016 SIGGRAPH course on physically based shading, covering recent advances, workflows, and real-time rendering strategies from industry leaders at Pixar, Lucasfilm, Unreal Engine, and Frostbite.
4.8 parsecs

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| | diaryofagraphicsprogrammer.blogspot.com

In June last year I had an idea for a new rendering design. I call it light pre-pass renderer. The idea is to fill up a Z buffer first and a...
5.2 parsecs

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| | advances.realtimerendering.com

[AI summary] The course provides an in-depth exploration of real-time rendering techniques used in modern video games, highlighting practical applications and innovations from the game development community and cutting-edge research. It features presentations from industry leaders and researchers, covering topics such as motion blur, global illumination, subsurface scattering, and dynamic sand simulation, with a focus on performance, visual fidelity, and production-ready solutions.
3.7 parsecs

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| | www.adriancourreges.com

2015/03/12: Back online after Reddit and Slashdot killed my bandwidth with 30,000 visits in the last hours. Followed by HN. 2015/03/11: Update with ...
24.5 parsecs

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