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momentsingraphics.de
| | belcour.github.io
3.3 parsecs away

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| | alain.xyz
2.9 parsecs away

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| | An overview of various ray operations, their similarities, differences, and how to implement each type of ray operation in real time rendering.
| | nelari.us
2.2 parsecs away

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| | A devlog of my GPU pathtracer project, where I am writing a physically based pathtracer from scratch using WebGPU.
| | lwn.net
31.3 parsecs away

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| [AI summary] The article provides an in-depth overview of the modern Linux graphics stack, focusing on the transition from OpenGL to Vulkan. It highlights the complexity and verbosity of Vulkan, the role of the graphics pipeline, and the importance of the scene graph in rendering. The article also discusses the challenges of managing multiple GPUs, the use of macros to simplify Vulkan code, and the benefits of using higher-level APIs like OpenGL for simpler applications.