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ciphrd.com
| | lisyarus.github.io

[AI summary] The user has developed a simulation with particles interacting based on physics rules. They implemented a binning system for efficient computation, used parallel processing with compute shaders for sorting and prefix sums, and created a rendering pipeline that includes anti-aliased circles, glowing effects, and point-based rendering for small particles. The simulation is interactive, allowing users to randomize systems, save, and share configurations. The performance is optimized, with the binning step being fast enough to not significantly impact the overall frame rate.
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| | www.telesens.co

[LatexPage] In this post, we'll add the math and provide implementation for adding image based measurements. Let's recap the notation and geometry first introduced in part 1 of this series The state vector in equation 16 of 1 consists of 21 elements. $latex \delta{P_{I}^{G}}$ : Error in the position of the IMU in the global
6.7 parsecs

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| | jamie-wong.com

How might you go about simulating rain? Or any physical process over time, for that matter?
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| | reindernijhoff.net

Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling. The path tracer is based
30.3 parsecs

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