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RenderWonkGraphics musings by Naty Hoffman
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Graphics musings by Naty Hoffman
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RenderWonk | renderwonk.com Reviews
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Graphics musings by Naty Hoffman
RenderWonk » Blog Archive » While I Was Away…
http://renderwonk.com/blog/index.php/archive/while-i-was-away
Graphics musings by Naty Hoffman. While I Was Away…. Jun 14th, 2008 by Naty. Postings have been pretty sparse of late, with no postings at all since September 2007. The reason I haven’t been keeping the blog up to date is that I’ve been busy with this:. You must be logged in. To post a comment. Real-Time Rendering – New Website. NVIDIA’s GeForce GTX 200: The Details. While I Was Away…. Gold Mine of Spectral Reflectance Data. Readings on Physically Based Rendering Interplay of Light. TomF’s Tech Blog.
RenderWonk » Blog Archive » SIGGRAPH 2007 Roundup
http://renderwonk.com/blog/index.php/archive/siggraph-2007-roundup
Graphics musings by Naty Hoffman. Aug 10th, 2007 by Naty. I’m back from SIGGRAPH, which was exciting and exhausting (as it usually is). I got a few days behind in the rush; I’ll finish up the remaining items of note in this post (in the order I saw them, not necessarily in order of importance). Advanced Real-Time Rendering in 3D Graphics and Games: This full-day course was excellent, featuring many great tips from premier game developers like Valve and Crytek. Unfortunately the course notes are not u...
RenderWonk » Blog Archive » Lighting Papers
http://renderwonk.com/blog/index.php/archive/lighting-papers
Graphics musings by Naty Hoffman. Aug 8th, 2007 by Naty. I attended the Lighting Papers session on Tuesday. Of particular note were the following two papers:. The Lightspeed Automatic Interactive Preview Lighting System. Frequency Domain Normal Map Filtering. This paper proposes a nice solution to the surface minification problem, which has been bothering me for a while. 2 Responses to “Lighting Papers”. On 22 Jul 2011 at 7:45 am. Specular Showdown in the Wild West « Self Shadow. On 22 Jul 2011 at 1:10 pm.
SIGGRAPH 2010 Course: Physically-Based Shading Models in Film and Game Production
http://renderwonk.com/publications/s2010-shading-course
SIGGRAPH 2010 Course: Physically-Based Shading Models in Film and Game Production. July 25 (Sunday) 2:00pm 5:15pm, Room 502B. Background: Physically-Based Shading (Naty Hoffman) [slides]. Practical Implementation of Physically-Based Shading Models at tri-Ace (Yoshiharu Gotanda) [slides]. Crafting Physically Motivated Shading Models for Game Development (Naty Hoffman) [slides]. Terminators and Iron Men: Image-Based Lighting and Physical Shading at ILM (Ben Snow) [slides]. God of War III. At SCEA Santa Mon...
SIGGRAPH 2010 Course: Color Enhancement and Rendering in Film and Game Production
http://renderwonk.com/publications/s2010-color-course
SIGGRAPH 2010 Course: Color Enhancement and Rendering in Film and Game Production. July 27 (Tuesday) 9:00am 12:15pm, Room 502A. Introduction (Naty Hoffman) [slides]. From Scene to Screen (Josh Pines) [slides]. Color Management (Joseph Goldstone) [slides]. Color Spaces and Operations (Jeremy Selan). Color at Pixar: Ingredients for Creativity (Dominic Glynn). The Craft of Color Grading (Lou Levinson) [slides]. Filmic Tonemapping for Real-time Rendering (Haarm-Pieter Duiker). God of War III. And at Intel as...
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Pete Shirley's Graphics Blog: New type of plane tiling found
http://psgraphics.blogspot.com/2015/08/new-type-of-plane-tiling-found.html
Pete Shirley's Graphics Blog. Wednesday, August 12, 2015. New type of plane tiling found. A new plane tiling has been found! Note the roll of computers. From the link above:. But then the hunt went cold. Until last month, when Casey Mann, Jennifer McLoud and David Von Derau of the University of Washington Bothell announced last week that they had discovered this little beauty:. Subscribe to: Post Comments (Atom). Will you buy an Apple watch? My next phone will be a:. When will most games be ray traced?
Real-Time Rendering Book Corrigenda
http://www.realtimerendering.com/corrigenda.html
Last changed: February 25, 2011. What follows are corrections for the book Real-Time Rendering. 1st, 2nd, and 3rd edition), by Tomas Akenine-Möller. Corrigenda for the 3rd edition. Corrigenda for the 1st printing. Corrigenda for the 2nd printing. Corrigenda for the 2nd edition. Corrigenda for the 1st printing. Corrigenda for the 2nd printing. Corrigenda for the 3nd printing. Corrigenda for the 4nd printing. Corrigenda for the 1st edition. Corrigenda for the 1st printing. Corrigenda for the 2nd printing.
Real-Time Rendering Resources
http://www.realtimerendering.com/index.html
Last changed: August 22, 2016. This is the main resources page for the book Real-Time Rendering. By Tomas Akenine-Möller. 1045 pages, from A.K. Peters Ltd. 3rd edition, ISBN 978-1-56881-424-7, 2008, list price $102.95. BibTeX entry. Or order it from Amazon. The whole book is available on Books24x7. To subscribers. More information about the book's contents can be found here. Other pages and resources hosted here:. Page) containing new information we think is worthwhile. Area (for all editions). The rest ...
Real-Time Rendering Book Information
http://www.realtimerendering.com/book.html
Last changed: February 24, 2012. This page provides information about the book Real-Time Rendering. By Tomas Akenine-Möller. 1045 pages, from A.K. Peters Ltd. 3rd edition, ISBN 987-1-56881-424-7, 2008, list price $89. BibTeX entry. You can purchase a hardcover or Kindle version from Amazon. Or an online version from Google eBooks. If you have access, our book is available online from Books24x7. You can view the Table of Contents, the index, and a bit of the introduction. Google Books.
Pete Shirley's Graphics Blog: Testing near Brewster's angle
http://psgraphics.blogspot.com/2015/07/testing-near-brewsters-angle.html
Pete Shirley's Graphics Blog. Wednesday, July 29, 2015. Testing near Brewster's angle. Yesterday's picture had specular reflections that were way off. I tried a bunch of tests on my Fresnel equations and they seemed ok. I tried Brewster's Angle. For the glass and this found one big problem: my model! Note that with LCD screens, no polarizers are needed to see Brewster's angle in action! Here's two photographs of the iPad at Brewster's Angle:. So more complete testing tomorrow. Will you buy an Apple watch?
Pete Shirley's Graphics Blog: December 2014
http://psgraphics.blogspot.com/2014_12_01_archive.html
Pete Shirley's Graphics Blog. Wednesday, December 17, 2014. Winner of U of Utah Ray Tracing class image contest. Yesterday I attended Cem Yuksel's end of semester image contest. From his ray tracing class. The images were all very impressive (it's clearly a good class. see the link above) and the winner (by Laura Lediaev) I found so impressive I asked her if I could post it here. Here's her description:. Tuesday, December 16, 2014. Cool website using hex color. Monday, December 8, 2014. I think I found a...
Pete Shirley's Graphics Blog: Yet another renderer validation experiment
http://psgraphics.blogspot.com/2015/07/yet-another-renderer-validation.html
Pete Shirley's Graphics Blog. Thursday, July 30, 2015. Yet another renderer validation experiment. Now that I have polarization orientation on the iPad right I did another crude experiment. Left: photo, Right:rendering. Question: what is the best BRDF model for materials such as glossy paint? My first impulse is to go use the Disney model, but I bet there is something specific for architectural materials that is used in practice these days? And check your website worth worth my websites.
Pete Shirley's Graphics Blog: January 2015
http://psgraphics.blogspot.com/2015_01_01_archive.html
Pete Shirley's Graphics Blog. Saturday, January 31, 2015. Lighting effects on Instagram. I'm teaching intro graphics as an Adjunct at Westminster College. This semester and am gathering photos of lighting effects to show in class. I am also going to start some marketing for our photo apps on their own Instagram feeds, so I thought I would use the graphics project to get some Instagram experience so I am using my personal Instagram account. Friday, January 23, 2015. Subscribe to: Posts (Atom).
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Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) " class="mi". Window.devicePixelRatio*screen.width 'x' window.devicePixelRatio*screen.height) :(screen.width 'x' screen.height) ". Join DeviantArt for FREE. Forgot Password or Username? Founded 7 Years ago. Founded 7 Years ago. Apr 16, 2008. Div div.gmbutton2town a:hidden').clone().appendTo('#super-secret-buttons .gmbutton2town').css('float', 'none').css('text-align', ...Founded 7 Years ago.
RenderWonk
Graphics musings by Naty Hoffman. Real-Time Rendering - New Website. Jul 13th, 2008 by Naty. The new Real-Time Rendering website. Is now live. Besides an updated version of the resources that the previous website had, there is also a blog. Where I, Eric and Tomas will be posting various updates on the field. Check it out! NVIDIA’s GeForce GTX 200: The Details. Jun 18th, 2008 by Naty. Programming models such as CUDA. Posted in Graphics Hardware. Jun 17th, 2008 by Naty. While I Was Away…. Postings have bee...
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Renderwork, interior 3d visual modeling and rendering portfolio. Renderwork provides 3d visual with the most cost-effective solutions for your space. The design stage is where we lay a foundation of research and creative thinking that the entire project is then built upon. It is the important decision-making juncture where a smart business investment pays off in increased efficiency and productivity. Specialist in :3D illustration, Office Space Planning. Subscribe to: Posts (Atom). Enter your search terms.