|
You are here |
blog.wolfire.com | ||
| | | | |
blog.selfshadow.com
|
|
| | | | | ||
| | | | |
seblagarde.wordpress.com
|
|
| | | | | 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... | |
| | | | |
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. | |
| | | | |
mtnphil.wordpress.com
|
|
| | | I knew I needed something to spruce up my monotonous terrain, so I recently implemented a decal system. This lets me paste moss, leaves, footprints, bullet holes and anything else "flat" anywhere on my terrain (or any object in the world). A deferred rendering engine offers an opportunity for easy-to-implement decals. Instead of... | ||