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blog.wolfire.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. | |
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benhouston3d.com
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| | | | | With Physically-based Rendering (PBR) becoming the new standard, we need a simple standard interchange format. | |
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blog.selfshadow.com
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| | | | | [AI summary] A blog post announces a Physical Based Shading course at SIGGRAPH 2014 featuring talks on shading theory, game engine updates, and VFX industry applications from industry experts. | |
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critter.blog
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| | | If it's really a problem, then attack it with the force of a thousand suns. If you're not willing to do that, then it's not a problem. | ||