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Steve McAuley

Computer graphics in the real world

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Steve McAuley | blog.stevemcauley.com Reviews
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Computer graphics in the real world
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1 steve mcauley
2 games
3 publications
4 talks
5 2 comments
6 which gives us
7 valve’s model
8 references
9 wrap shading
10 based
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steve mcauley,games,publications,talks,2 comments,which gives us,valve’s model,references,wrap shading,based,conserving,diffuse,energy,physically,wrapped,4 comments,video,course notes,far cry 3,lighting,materials,siggraph,energy conserving wrapped diffuse
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Steve McAuley | blog.stevemcauley.com Reviews

https://blog.stevemcauley.com

Computer graphics in the real world

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blog.stevemcauley.com blog.stevemcauley.com
1

materials « Steve McAuley

http://blog.stevemcauley.com/tag/materials

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt.

2

Talks « Steve McAuley

http://blog.stevemcauley.com/category/talks

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt. There&#...

3

based « Steve McAuley

http://blog.stevemcauley.com/tag/based

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

4

energy « Steve McAuley

http://blog.stevemcauley.com/tag/energy

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

5

Far Cry 3 « Steve McAuley

http://blog.stevemcauley.com/tag/far-cry-3

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt.

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LINKS TO THIS WEBSITE

broniac.blogspot.com broniac.blogspot.com

bronx's blog: December 2012

http://broniac.blogspot.com/2012_12_01_archive.html

Wednesday, December 5, 2012. Camera Space Shadow Mapping (CSSM). Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Camera Space Shadow Mapping (CSSM). View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Rectilinear Texture Warping for Fast Adaptive Shadow Mapping.

http://broniac.blogspot.com/2012/06/rectilinear-texture-warping-for-fast.html

Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: June 2012

http://broniac.blogspot.com/2012_06_01_archive.html

Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: OpenGL and Partially Resident Textures.

http://broniac.blogspot.com/2012/06/opengl-and-partially-resident-textures.html

Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Linear Space Lighting.

http://broniac.blogspot.com/2012/07/linear-space-lighting.html

Tuesday, July 17, 2012. Http:/ http.developer.nvidia.com/GPUGems3/gpugems3 ch24.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-1-color-sync.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-2-working-in.html. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. View my complete profile. Compact Normal Storage for small G-Buffers.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Deferred decals

http://broniac.blogspot.com/2011/06/deferred-decals.html

Wednesday, June 15, 2011. In this article I will try to explain a popular solution for applying an additional detail to the geometry without changing it. This approach often called “decals” or “spots” and used widely in almost every commodity game for adding an extra detail to the static and dynamic geometry and for applying some dynamic effects like bullets and explosions holes, blood splashes and so on. The basic idea for that algorithm is very simple. And if you heard about so named. The deferred deca...

broniac.blogspot.com broniac.blogspot.com

bronx's blog: February 2012

http://broniac.blogspot.com/2012_02_01_archive.html

Monday, February 13, 2012. Virtual Texturing. Rage. Id Software and John Carmack have created a really new way in using unlimited textures in CG, but they hasted for year or two because current generation of graphics hardware have not enough on chip memory to make use VT approach well. Stop! Why we need lots of on chip video memory? The main idea of VT is to minimize requirements for video memory by providing ability to use a magnitude more textures than before. Lets try understand why it's so. Ok let&#8...

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Universal References in C++11

http://broniac.blogspot.com/2012/11/universal-references-in-c11.html

Thursday, November 8, 2012. Universal References in C 11. Http:/ scottmeyers.blogspot.com/2012/11/universal-references-in-c11-now-online.html. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Universal References in C 11. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: November 2012

http://broniac.blogspot.com/2012_11_01_archive.html

Tuesday, November 20, 2012. Not new but very interesting reading. Http:/ www.rorydriscoll.com/2012/01/11/derivative-maps/. Http:/ mmikkelsen3d.blogspot.com/2011/07/derivative-maps.html. Thursday, November 8, 2012. Universal References in C 11. Http:/ scottmeyers.blogspot.com/2012/11/universal-references-in-c11-now-online.html. Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: June 2011

http://broniac.blogspot.com/2011_06_01_archive.html

Wednesday, June 15, 2011. In this article I will try to explain a popular solution for applying an additional detail to the geometry without changing it. This approach often called “decals” or “spots” and used widely in almost every commodity game for adding an extra detail to the static and dynamic geometry and for applying some dynamic effects like bullets and explosions holes, blood splashes and so on. The basic idea for that algorithm is very simple. And if you heard about so named. The deferred deca...

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A blog by Steve Krause. Wednesday, February 7, 2018. This blog was active from 2005 to 2012. If you’ve found it long after, the best place to start is Best Of. If you are looking for a work update beyond the last post below, 2012’s “At Responsys,” please check my LinkedIn profile. Thanks for visiting—I hope you enjoy the words and numbers herein! Posted by Steve Krause. Tuesday, September 11, 2012. An update from the professional front: I have joined. Responsys as SVP Product Management. I was walking al...

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Digital Bits | Steve Lomas

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The Journey

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Steve Luxenberg - Blog

Steve Luxenberg - Official Website. Monday, June 9, 2014. For readers: Making sense of Amazon's battle with Hachette. When two heavyweights brawl, it's probably best for bystanders to stand clear. Unfortunately, authors and readers aren't mere spectators to Amazon's current fight with Hachette. When the dispute flared into the open a few weeks ago, I did not consider for a nanosecond weighing in. Authors with more books to their name, and more clout. Option 1: Independent bookstores love their customers,...

blog.stevemarple.co.uk blog.stevemarple.co.uk

Steve Marple's blog

Wednesday, 7 February 2018. Python one-liner: return latest version. Today I need to find the latest version of some software. A normal ASCII sort (or even a numeric one. Would be unreliable given the use of semantic version numbers. Instead I came up with this simple Python command that uses distutils. To sort in the correct order:. Python -c "import sys;from distutils.version import LooseVersion;print(sorted(sys.stdin.read().split(),key=LooseVersion)[-1])". Simply pipe the input into. Then install two ...

blog.stevemcauley.com blog.stevemcauley.com

Steve McAuley

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemckenzies.com blog.stevemckenzies.com

steve mckenzie's | exploring design, art, life

Exploring design, art, life. Art on the Beltline: Lantern Creative Session at steve mckenzie’s. August 18, 2015. Each year, a fabulous lantern parade lights up the Atlanta skyline in preparation of the Art on the Atlanta Beltline event… And this year, steve mckenzie’s is excited to participate by hosting a Lantern Creative session! Join us Saturday, August … Continue reading →. Tagged art on the beltline. Kickstart creativity steve mckenzie's. Steve mckenzie's interior design. Mixing It Up With Eddie Ross.

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Real Estate News - Everything you wanted to know about real estate in one place

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blog.stevemorin.com blog.stevemorin.com

Steve Morin's - Curiosity

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Coding Libetartian

Steve Moyer's thoughts on creating software for remuneration and finding the freedom to do it. Fluent Java Collection Builders With Lambdas and VarArgs. Lambdas have finally come to Java with the release of Java 8. Varargs have been around. I think that the combination of varargs and lambdas will be helpful in two different areas: test-data set generation and builders. For Example:. We’ll get to that in a minute. With only var args we can do something like:. We can try that with only varargs:. In this ca...

blog.stevemtaylor.com blog.stevemtaylor.com

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