pcper.com/2008/06/ray-...
It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine.
pcper.com/2008/06/ray-...
It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine.
Lo-fi assets + hi-fi cinematography is going to be a key style in the coming years.
src: x.com/manofdutch/s...
Lo-fi assets + hi-fi cinematography is going to be a key style in the coming years.
src: x.com/manofdutch/s...
Posted 2007 and 2008 courses online - check them out!
advances.realtimerendering.com
Posted 2007 and 2008 courses online - check them out!
advances.realtimerendering.com
Check out all the details here: advances.realtimerendering.com/s2025/index....
and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
Check out all the details here: advances.realtimerendering.com/s2025/index....
and, of course, come attend the course live on Tuesday August 12 at SIGGRAPH in Vancouver!
Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.
Find the paper and implementations here:
github.com/jakericedesi...
Can we make Perlin Noise stretch along some underlying vector field? Well it turns out it's possible with two simple additions to the original method! No need for advection or convolutions.
Find the paper and implementations here:
github.com/jakericedesi...
For me, at least, it calls attention to itself, breaking suspension of disbelief.
For me, at least, it calls attention to itself, breaking suspension of disbelief.
www.youtube.com/watch?v=T1tX...
www.youtube.com/watch?v=T1tX...
In which I try to improve color clustering with a different distance function. It's a simple technique in the end but it's pretty hard to evaluate if it's an improvement or not!
30fps.net/pages/hyab-k...
github.com/pekkavaa/HyA...
In which I try to improve color clustering with a different distance function. It's a simple technique in the end but it's pretty hard to evaluate if it's an improvement or not!
30fps.net/pages/hyab-k...
github.com/pekkavaa/HyA...
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!
Now you can!
Check out our article: "Real-time rendering of animated meshless representations" to know how: hal.science/hal-05095359
Shout out to @pacomeluton.bsky.social for this fantastic work!
Sculpt seaside towns in Island Architect, a relaxing builder inspired by coastal Europe. Build winding streets, whimsical towers, or calm fishing villages in this cozy experience.
Wishlist now on steam: store.steampowered.com/app/3079100/...
Sculpt seaside towns in Island Architect, a relaxing builder inspired by coastal Europe. Build winding streets, whimsical towers, or calm fishing villages in this cozy experience.
Wishlist now on steam: store.steampowered.com/app/3079100/...
It explains the normal mapping technique and how baked lighting was stored and composited at runtime. Also reveals what a hack the specular effects were!
It explains the normal mapping technique and how baked lighting was stored and composited at runtime. Also reveals what a hack the specular effects were!