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Hdr High Dynamic Range

2:29

Color Perception Gamma Correction

10:50

Gamma Correction

11:18

Casting Shadows

16:00

Advancements in Ray Tracing

17:45

Subsurface Scatter

18:11

Subsurface Scattering

18:29

Advanced Lighting

20:50

No Shadows

25:13

Hue Saturation

26:11

Shadows for Assignment 2

27:05

Monitor's Gamma

29:33

Monitors Gamma

29:57

Phosphorescence Screen

35:15

Srgb Buffer

36:21

Gamma Encoding Decoding

45:24

Light Mapping

46:01

Ray Tracing

47:16

Light Map

49:59

Lumos

51:57

Ambient Mapping

55:50

Light Maps for Quake 2

59:53

Ambient Occlusion

1:02:14

Hdr

1:11:26

High Dynamic Range Lighting

1:15:54

Create an Intermediate Frame Buffer

1:24:13

Frame Buffers

1:25:30

Tone Mapping

1:28:20

Specular Lighting

1:39:03

Halfway Vector

1:45:20

Deferred Rendering

1:54:42

Bloom

1:55:17
COMP3421/9415 Computer Graphics Term 3 2021 Lecture 13
Advanced Lighting. Today we're looking into different ways to expand on the basics of Phong Lighting that we were looking at last week. Whether it's shortcomings of the technique or addons that allow us to give a different or more realistic view, we're going to look at a series of things we can do to add to our lighting.

Follow along using the transcript.

Marc Chee

1.61K subscribers