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timjones.io
| | leifnode.com
4.7 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
| | c0de517e.blogspot.com
1.7 parsecs away

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| | Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas.
| | kusma.xyz
4.5 parsecs away

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| | For the last few months, we have been working on two exciting new projects at Collabora, and it's finally time to share some information about them with the world: We are partnering with Microsoft DirectX engineers to build OpenCL and OpenGL mapping layers, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices out there!
| | therealmjp.github.io
22.1 parsecs away

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| While the idea of deferred shading/deferred rendering isn't quite as hot as it wasyear or two ago (OMG, Killzone 2 uses deferred rendering!), it's still a cool idea that gets discussed rather often.People generally tend to be attracted to way a "pure" deferred renderer neatly and cleanly separates your geometry from your lighting, as well as the idea of being able to throw lights everywhere in their scene.However as anyone who's done a little bit of research into the topic surely knows, it comes with a few drawbacks.