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Tag Archives: white balance
White balance and physically based rendering pipelines. Part 2 – practical problems.
White balance and lighting conditions After this long introduction (be sure to check part one if you haven’t!), we can finally go to the problem that started whole idea for this post (as in my opinion it is unsolved problem – … Continue reading
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Tagged assassin's creed, color management, graphics, graphics programming, IBL, ideas, image based lighting, panoramas, PBR, photogrammetry, photography, physically-based shading, srgb, the witcher 2: assassins of kings, white balance, witcher 2
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White balance and physically based rendering pipelines. Part 1 – introduction.
This is part one of the whole article. Part two is here. In this two posts (started as one, but I had to split it to make it more… digestible) I’m going to talk a bit about the white balance. First … Continue reading
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