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raphlinus.github.io
| | mattkeeter.com
3.2 parsecs away

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| | [AI summary] A detailed blog post by Matt Keeter about developing a GPU-based raytracer called rayray, focusing on its architecture, rendering techniques, and performance improvements.
| | www.willusher.io
3.2 parsecs away

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| | blog.mecheye.net
3.2 parsecs away

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| | [AI summary] The article explores the complexities of modern graphics rendering, focusing on topics like render pass management, buffer allocation, and the evolution of graphics APIs. It emphasizes the importance of understanding how state is managed, the role of buffer renaming, and the transition from older APIs like OpenGL to modern ones such as Vulkan and Direct3D 12. The author also discusses the challenges of working with legacy systems and the benefits of using Direct State Access (DSA) in OpenGL to reduce errors and improve efficiency.
| | blog.danielschroeder.me
25.8 parsecs away

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| This is the first of two posts about a renderer I have been developing, focusing on what I've built and how it works. The second post discusses why I've built it and my plans for the future. I've been developing a custom real-time renderer which uses very small voxels to produce a distinctive visual style [...]