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 books, the computer graphics theory was explained correctly but deepening only the necessary. Nowadays, with the advent of physically based rendering, I think it is more necessary to have solid foundations […]

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. You can check BRE Architecture Series Part 7 – Geometry Pass and BRE Architecture Series Part 8 – Environment Light Pass. Before giving more details we are going to talk about […]

BRE Architecture Series Part 9 – Skybox Pass

In this opportunity, we are going to talk about the skybox pass. Its previous pass is EnvironmentLightPass and its next pass is ToneMappingPass. You can check BRE Architecture Series Part 8 – Environment Light Pass and BRE Architecture Series Part 10 – Tone Mapping Pass and Post Process Pass. Before giving more details we are […]