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Projects | The curious blog of Benjamin Hanson
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The curious blog of Benjamin Hanson. This project is a perfect example of the benefits of software done. Commerce Network is a product I created for a small Wilmington, NC – based company by the name of PrimeVendor Inc. This is another product I created for Prime Vendor. In Wilmington, NC in order to collect all the bid information offered by any government agency in the United States. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:.
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lighting « Steve McAuley
http://blog.stevemcauley.com/tag/lighting
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. And I g...
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conserving « Steve McAuley
http://blog.stevemcauley.com/tag/conserving
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 ...
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physically « Steve McAuley
http://blog.stevemcauley.com/tag/physically
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.stevemcauley.com
Extension to Energy-Conserving Wrapped Diffuse « Steve McAuley
http://blog.stevemcauley.com/2013/01/30/extension-to-energy-conserving-wrapped-diffuse
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.stevemcauley.com
Rendering « Steve McAuley
http://blog.stevemcauley.com/category/rendering
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 ...
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Games « Steve McAuley
http://blog.stevemcauley.com/games
Computer graphics in the real world. November 12th, 2011 Posted in. Nov, 12 2011. Comments Off on Games. Far Cry 3, Ubisoft. James Bond 007: Blood Stone, 2010, Activision ( Xbox 360. Blur, 2010, Activision ( Xbox 360. The Club, 2008, SEGA ( Xbox 360. PGR4, 2007, Microsoft ( Xbox 360. Boom Boom Rocket, 2007, EA ( Xbox Live Arcade. ProSlate Theme by Pro WP Themes.
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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.
blog.stevemcauley.com
diffuse « Steve McAuley
http://blog.stevemcauley.com/tag/diffuse
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.stevemcauley.com
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&#...