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therealmjp.github.io
| | placeholderart.wordpress.com

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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| | leifnode.com

I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global
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| | 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...
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| | cowboyprogramming.com

[AI summary] A technical tutorial explaining how to create realistic destructible walls in games using parity mapping shaders to simulate bullet hole depth.
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