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morgan3d.github.io
| | reindernijhoff.net
2.4 parsecs away

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| | Together with my colleague Johan Holwerda, I've created the RenderQueue, a platform where we'll share a selection of WebGL and WebGPU demos we've developed over the past decade. These demos are primarily technical in nature, focusing on proof of concepts
| | graphics.cs.utah.edu
2.7 parsecs away

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| | [AI summary] The blog post introduces a new adaptive level-of-detail technique for hardware-accelerated ray tracing that significantly reduces energy use and render time by dynamically adjusting mesh resolution per ray.
| | leifnode.com
2.3 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
| | danangell.com
22.8 parsecs away

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| Shaders provide programmers with a beautiful combination of art and math. Most other throwaway projects are devoid of any artistic value. In less than a dozen lines of code you can draw fractals. A few more and you can start creating intricate animations. The most interesting part is the unique perspective they force you into. Say you want to draw a circle in an imperative programming language. You need to break out a for loop and calculate the sin and cos of different angles until you have points all around the circumference of a circle.