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blog.wolfire.com
| | blog.selfshadow.com
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| | kinematicsoup.com
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| | Linear space lighting is a term that game developers are becoming ever more used to hearing as games reach for the next level of realism with physically based rendering models (PBR). Though linear space and its counterpart, gamma space, are fairly simple and important concepts to understand, many developers don't learn what these terms really mean. This document will define gamma and linear space, how they differ, and how it applies to the Unity engine.
| | seblagarde.wordpress.com
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| | The slides of my talk "Physically-Based Materials: Where Are We?" in the open real-time rendering course at Siggraph 2017 are available here: http://openproblems.realtimerendering.com/s2017/index.html This talk is about current state of the art of physically based material in real time rendering and what could be done in the future. Often people tend to say that material...
| | fgiesen.wordpress.com
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| This post is part of the series "A trip through the Graphics Pipeline 2011". Welcome back! This post deals with the second half of pixel processing, the "join phase". The previous phase was all about taking a small number of input streams and turning them into lots of independent tasks for the shader units. Now...