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www.reedbeta.com
| | jeskin.net
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| | [AI summary] This blog post explains the concept of model, view, and projection matrices in 3D graphics rendering, detailing their roles in transforming 3D objects to 2D screen space and providing examples of their implementation in OpenGL ES.
| | jamie-wong.com
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| | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called
| | thenumb.at
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| | [AI summary] The text discusses the representation of functions as vectors and their applications in various domains such as signal processing, geometry, and physics. It explains how functions can be treated as vectors in a vector space, leading to the concept of eigenfunctions and eigenvalues, which are crucial for understanding and manipulating signals and geometries. The text also covers different types of Laplacians, including the standard Laplacian, higher-dimensional Laplacians, and the Laplace-Beltrami operator, and their applications in fields like image compression, computer graphics, and quantum mechanics. The discussion includes spherical harmonics, which are used in representing functions on spheres, and their applications in game engines and glo...
| | wickedengine.net
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| [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines.