Tag Archives: Graphics

Sepia Shader

I found this techrepublic page, which gives a conversion algorithm from a standard RGB image to a Sepia image tone as follows: You can obviously tweak these values if you like – there is no exact formula (Sepia itself being … Continue reading

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Lighting Models and BRDF Maps

A Bi-directional Reflectance Distribution Function (BRDF) is a mathematical function that describes how light is reflected when it hits a surface. This largely corresponds to a lighting model in Unity-speak (although note that BDRFs are concerned only with reflected light, … Continue reading

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Oooh… Shiny! Fun with Cube-Mapping

Cube mapping is a rendering technique to create shiny surfaces that appear to reflect the environment around them. Note that this differs from specular highlights – bright spots caused by reflected lights in the scene. Instead, cube maps simulate the … Continue reading

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More Tilt-Shift Trickery… with Bing Maps Birdseye

A few weeks ago, John Nelson of IDV Solutions posted an infographic describing how to simulate tilt-shift photography using aerial imagery from Bing Maps. You can see his guide on visual.ly. While using Bing Maps imagery as a source for … Continue reading

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