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blog.wolfire.com
| | benhouston3d.com

With Physically-based Rendering (PBR) becoming the new standard, we need a simple standard interchange format.
2.3 parsecs

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| | kinematicsoup.com

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.
2.7 parsecs

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| | www.dusterwald.com

Path tracing is all the rage in the offline rendering space these days. From Cycles to SuperFly (based on the open source Cycles) to Octane, most new rendering engines seem to be using this technology. Sometimes referred to as "unbiased, physically correct rendering" what is path tracing, how is it different to ray tracing and is it the future of high quality offline rendering? I will be looking to answer all of those questions in this blog post for anyone... Read More Read More
2.9 parsecs

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| | www.mayerowitz.io

Demystify shaders with this beginner-friendly guide. Explore fragment shaders, signed distance functions, and metaballs through interactive code examples. Learn how to create beautiful blob animations and effects using just a few lines of code.
26.6 parsecs

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