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advances.realtimerendering.com
| | www.velanstudios.com
5.6 parsecs away

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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | leifnode.com
4.3 parsecs away

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| | I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global
| | raphlinus.github.io
5.3 parsecs away

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| | This post is an update to 2D Graphics on Modern GPU, just over a year ago. How time flies!
| | alain.xyz
29.7 parsecs away

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| A review of material models used in real-time renderers and ray tracing engines.