User:LeGreg

About
LeGreg HomePage - Gregory Massal

A voxel terrain render engine tutorial in C++

A raytracer tutorial in C++ - HDR, blobs, etc.

A small article on Bezier curves and surfaces

An article on high dynamic range

Sabine Massal animation mentor page

Contributions
Ere informatique

Lankhor

Mortville Manor

Reflections Interactive

List of video game musicians

Stéphane Picq

Extase (computer game)

Computer's Dream

B.A.T.

Scratch
$$\vec n = \frac{\vec \nabla P }{\left \| \vec \nabla P \right \|}$$

$$n2 * \sin {\Theta t} = n1 * \sin {\Theta I}$$

$$ {I_{1}\over I_{0} } = e^{\epsilon l  c}$$

$$ {I_{1}\over I_{0} } = {absorption}^{l}$$

$$\vec n_{near} \ = \cos (\rho). \vec x + \sin (\rho). \vec y $$

$$\vec n_{left} \ = \sin{(\rho + fov)}. \vec x\ - \cos{(\rho + fov)}. \vec y$$

$$\vec n_{right} \ = -\sin{(\rho - fov)}. \vec x\ + \cos{(\rho - fov)}. \vec y$$

$$w_{sun} = pow (\cos{(\Theta _{view} - sunangle)}, power)$$

$$c_{skytemp} = w_{sun} * c_{white} + (1 - w_{sun}) * c_{blue1}$$

$$w_{sat} = min( max( \rho _{view} / \rho _{gradient}, 0), 1)$$

$$c_{sky} = (w_{sat}) * c_{skytemp} + (1 - w_{sat}) * c_{blue2}$$