|
You are here |
knarkowicz.wordpress.com | ||
| | | | |
solid-angle.blogspot.com
|
|
| | | | | Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a b... | |
| | | | |
wickedengine.net
|
|
| | | | | [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines. | |
| | | | |
chetanjags.wordpress.com
|
|
| | | | | Image Based Lighting is used to implement ambient lighting for dynamic objects coming from static objects in a game level. In most cases, it is used for specular lighting or reflections. In this process lighting information at thepotential point of interests is stored in a special type of cube maps called Light probes. These Light... | |
| | | | |
colececil.dev
|
|
| | | When I started using pixel art in game development, I assumed that it would easily work at any screen resolution, since modern screen resolutions are much hi... | ||