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darkcephas.blogspot.com
| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | puye.blog
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| | Let's provide a concise overview of ray tracing. We won't delve into subjects like Monte Carlo and stratified sampling, PBRT, BRDF, rendering equations, denoising techniques, or intricate SDF concepts. In essence, we'll stick to the fundamentals.
| | deadvoxels.blogspot.com
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| | Okay, so unless you've spent the last week or so living under a rock or simply don't care about graphics, you've probably heard by now abou...
| | 0fps.net
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| Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this...