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0fps.net
| | c0de517e.com

Angelo Pesce's homepage & blog on computers, graphics and other things.
5.3 parsecs

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| | kosmonautblog.wordpress.com

In this article I will explore ways to make Signed Distance Fields work in my engine. We can use SDFs for efficient and beautiful 3d renderings not possible otherwise. Signed Distance Fields are basically volume textures that are assigned to a mesh or height map etc.. The idea is to sample a number of locations...
5.4 parsecs

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| | bartwronski.com

Left: Original image. Center: Blurred through convolution. Right: Deconvolution of the blurred image. In this post, we'll have a look at the idea of removing blur from images, videos, or games through a process called "deconvolution". We will analyze what makes the process of deblurring an image (blurred with a known blur kernel) - deconvolution...
6.1 parsecs

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| | jamie-wong.com

[AI summary] The author explains how to render metaballs using WebGL by leveraging the GPU for parallel pixel computation through the OpenGL programmable pipeline.
18.0 parsecs

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