|
You are here |
chetanjags.wordpress.com | ||
| | | | |
seblagarde.wordpress.com
|
|
| | | | | Version : 1.28 - Living blog - First version was 2 December 2011 This post replace and update a previous post name "Tips, tricks and guidelines for specular cubemap" with information contain in the Siggraph 2012 talk "Local Image-based Lighting With Parallax-corrected Cubemap" available here. Image-based lighting (IBL) is common in game today to simulate... | |
| | | | |
therealmjp.github.io
|
|
| | | | | This is part 1 of a series on Spherical Gaussians and their applications for pre-computed lighting. You can find the other articles here: Part 1 -A Brief (and Incomplete) History of Baked Lighting Representations Part 2 -Spherical Gaussians 101 Part 3 -Diffuse Lighting From an SG Light Source Part 4 -Specular Lighting From an SG Light Source Part 5 -Approximating Radiance and Irradiance With SG's | |
| | | | |
mynameismjp.wordpress.com
|
|
| | | | | A common part of most HDR rendering pipelines is some form of average luminance calculation. Typically it's used to implement Reinhard's method of image calibration, which is to map the geometric mean of luminance (log average) to some "key value". This, combined with some time-based adaptation, allows for a reasonable approximation of auto-exposure or human... | |
| | | | |
digyourfins.wordpress.com
|
|
| | | |||