Rendering
Computer Graphics Course
I have begun to upload to youtube a CG Course I was working on some months ago. The plan is to learn new stuff…
Road to Anti-Aliasing in BRE: Aliasing and Anti-Aliasing
I want to implement anti-aliasing in BRE, but first, I want to explore what it is, how it is caused, and what are the techniques…
Road to Anti-Aliasing in BRE: Rasterization
I want to implement anti-aliasing in BRE, but first, I want to explore what it is, how it is caused, and what are the…
Lighting Series Part 5 – Photometry
In this post from Lighting Series, we are going to talk about Photometry. The previous post in this series is Lighting Series Part 4…
Lighting Series Part 4 – Irradiance and Radiant Intensity
In this post from Lighting Series, we are going to talk about Irradiance and Radiant Intensity. The previous post in this series is Lighting…
Lighting Series Part 3 – Radiance
In this post from Lighting Series, we are going to talk about Radiance. The previous post in this series is Lighting Series Part 2…
Lighting Series Part 2 – Radiant Energy and Radiant Power
In this post from Lighting Series, we are going to talk about Radiant Energy and Radiant Power. The previous post in this series is…
Lighting Series
When I begun studying real-time computer graphics, I did it with books about graphics APIs like DirectX 9, 10, 11 and 12. In these…
Lighting Series Part 1 – Light and Radiometry
In this post from Lighting Series, we are going to talk about light and radiometry. We will not enter in full detail about radiometric…
BRE Architecture Series Part 11 – Ambient Occlusion Pass
In this opportunity, we are going to talk about the ambient occlusion pass. Its previous pass is GeometryPass and its next pass is EnvironmentLightPass.…