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therealmjp.github.io | ||
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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placeholderart.wordpress.com
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| | | | | Implementing a Physically Based Camera Understanding Exposure Manual Exposure The first post in the series described the three key properties of exposure: Aperture (N), Shutter Speed (t), and ISO (S). In this post we will implement manual exposure, meaning that all 3 values are provided by the application or user. Once again this series of... | |
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www.velanstudios.com
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| | | | | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team. | |
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www.jendrikillner.com
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| | | [AI summary] This article covers graphics programming topics including implementing printf in shaders, generating simplex noise, portability of noise calculations across GPUs, and a job posting for an Unreal Developer at Threedy. | ||