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Graphics Programming weekly - Issue 122 — March 8, 2020

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How Epic Games is handling auto exposure in 4.25

  • the article explains how exposure used to work in Unreal Engine 4.24
  • what problems the behavior caused and how the new implementation solves these problems
  • looking at grey-point targeting, physical exposure units, lens values, and perceptual brightness
  • additionally provides an overview of the debug modes available

Reverse engineering the rendering of The Witcher 3, part 17 - the Milky Way

  • the article shows how the milky way rendering from the Witcher 3 - Blood & Wine DLC was implemented
  • including a brief look at the star rendering

Paper Shader …


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