Graphics Rendering

Rendering theory and decisions for real-time graphics: pipeline fundamentals, PBR (metal/rough, energy conservation), image-based lighting, shadows, global illumination options (baked, SSGI, probes, path tracing), color science (linear vs sRGB, ACES/AgX/Neutral tonemapping, HDR), anti-aliasing, materials (skin SSS, hair, cloth, glass, liquids), three-point and studio lighting, 2D vs 3D vs 4D (Gaussian splats, 4DGS, NeRF), glTF compression (Draco, Meshopt, KTX2), and an engine decision tree (three.js, Babylon, raw WebGPU, Unreal, Godot, Blender). Use when choosing how something should look or which engine to use.

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