Difference between revisions of "Category:Rendering"
From polycount
(Model Presentation) |
(<<TableOfContents>>, Rendering Techniques) |
||
Line 1: | Line 1: | ||
− | |||
= Category Rendering = | = Category Rendering = | ||
Topics explaining how game engines render an artist's artwork. | Topics explaining how game engines render an artist's artwork. | ||
− | |||
− | == Articles == | + | == Rendering Techniques == |
+ | |||
+ | === Global Illumination (GI) === | ||
+ | |||
+ | === Image Based Lighting (IBL) === | ||
+ | |||
+ | === Physically Based Rendering (PBR) === | ||
+ | |||
+ | == Rendering Articles == | ||
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] is a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://www.polycount.com/forum/showthread.php?p=1226770#post1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well. | * [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] is a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://www.polycount.com/forum/showthread.php?p=1226770#post1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well. | ||
* [[Model Presentation]] Polycount wiki page has links to rendering tutorials. | * [[Model Presentation]] Polycount wiki page has links to rendering tutorials. | ||
+ | |||
+ | == Pages in This Category == | ||
+ | |||
[[Category:Technology]] | [[Category:Technology]] |
Revision as of 09:42, 21 September 2013
Contents
Category Rendering
Topics explaining how game engines render an artist's artwork.
Rendering Techniques
Global Illumination (GI)
Image Based Lighting (IBL)
Physically Based Rendering (PBR)
Rendering Articles
- Brief Considerations About Materials by Pedro Toledo is a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the Polycount thread about this article, Jordan 'JordanW' Walker explains how gamma affects specular color as well.
- Model Presentation Polycount wiki page has links to rendering tutorials.
Pages in This Category
Pages in category "Rendering"
The following 37 pages are in this category, out of 37 total.
BFGHM |
OPQR |
R cont.STVZ |