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www.iryoku.com
| | advances.realtimerendering.com
4.8 parsecs away

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| | [AI summary] The course provides an in-depth exploration of real-time rendering techniques used in modern video games, highlighting practical applications and innovations from the game development community and cutting-edge research. It features presentations from industry leaders and researchers, covering topics such as motion blur, global illumination, subsurface scattering, and dynamic sand simulation, with a focus on performance, visual fidelity, and production-ready solutions.
| | www.elopezr.com
5.4 parsecs away

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| | [latexpage] Rise of the Tomb Raider (2015) is the sequel to the excellent Tomb Raider (2013) reboot. I personally find both refreshing as they move away from the stagnating original series and rete...
| | www.velanstudios.com
3.4 parsecs away

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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | www.reedbeta.com
29.6 parsecs away

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| Pixels and polygons and shaders, oh my!