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eng.aurelienpierre.com
| | ventspace.wordpress.com
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| | 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
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| | 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
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| | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch
| | reindernijhoff.net
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| 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