graphics - What are the practical differences when working with colors in a linear vs. a non-linear RGB space? - Stack Overflow
What is the basic property of a linear RGB space and what is the fundamental property of a non-linear one? When talking about the values inside each channel in those 8 (or more) bits, what changes?...
Gamasutra - Features - A Real-Time Procedural Universe, Part One: Generating Planetary Bodies
If you've been interested in procedural texturing and modeling for even half the amount of time I have, you've probably read many of the same articles and web s
OPUS - Interactive Terrain Rendering: Towards Realism with Procedural Models and Graphics Hardware - Dachsbacher, Carsten
The photo-realistic reproduction of natural terrains is a classical challenge in computer graphics and the interactive display of non-trivial landscapes is only possible with recent graphics hardware. The reasons for this are the vast amount of data due to geometric detail of the terrain, vegetation and further objects, but also the inherent complexity of natural phenomena that are necessary to achieve convincing results. Realistic terrain rendering also has to consider the complex lighting conditions due to atmospheric scattering and further aspects such as the rendering of waterbodies and cloudscapes. One focus of this dissertation are procedural models for terrain elevation and texturing. They can either be used to create completely artificial, realistic landscapes, mimic real terrains by guiding the models with real-world data or augment acquired data with additional procedural detail. By this, we can reproduce natural scenes with the advantage of a compact procedural description. Another emphasis is placed on the interactive rendering of such terrains including specifically tailored level-of-detail methods and lighting computations for terrains and rendering techniques for complex plant models. We introduce a set of novel techniques and algorithms that address the aforementioned problems and achieve results in real-time with photo-realistic image quality using programmable graphics hardware. In particular, we propose new algorithms for a data-guided height field creation, realistic terrain surface texture generation, a novel level-of-detail method for terrain rendering and hardware friendly, efficient point-based rendering and splatting techniques. We also provide a comprehensive presentation of underlying theories and related work to put our work in perspective of the research area.
unity - Algorithm for creating spheres? - Game Development
Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, and a radius of r? I need it to work with Unity, so the vertex positi...
An intro to modern OpenGL. Chapter 1: The Graphics Pipeline
Table of Contents | Chapter 2 » OpenGL has been around a long time, and from reading all the accumulated layers of documentation out there on the Internet, it's not always clear what parts are h…