Exploring a New Approach to Realistic Lighting: Radiance Cascades
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22:19
When Optimisations Work, But for the Wrong Reasons
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23:40
How Games Have Worked for 30 Years to Do Less Work
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35:33
I Tried Rendering Millions Of Particles
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19:08
Spatial Hash Grids & Tales from Game Development
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19:39
What Kind of Math Should Game Developers Know?
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13:23
How Big Budget AAA Games Render Bloom
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21:46
Surface-Stable Fractal Dithering Explained
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9:00