|
You are here |
eng.aurelienpierre.com | ||
| | | | |
ventspace.wordpress.com
|
|
| | | | | This is Part 1 of a series examining techniques used in game graphics and how those techniques fail to deliver a visually appealing end result. See Part 0 for a more thorough explanation of the idea behind it. High dynamic range. First experienced by most consumers in late 2005, with Valve'sHalf Life 2: Lost Coast... | |
| | | | |
bottosson.github.io
|
|
| | | | | From personal project to industry standard Introduction added in 2025 When introduced Oklab in 2020, I never expected it to reach as far as... | |
| | | | |
machinethink.net
|
|
| | | | | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch | |
| | | | |
reindernijhoff.net
|
|
| | | Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling. The path tracer is based | ||