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reindernijhoff.net | ||
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www.jendrikillner.com
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| | | | | [AI summary] This article covers graphics programming topics including implementing printf in shaders, generating simplex noise, portability of noise calculations across GPUs, and a job posting for an Unreal Developer at Threedy. | |
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etodd.io
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| | | | | Progress report. Sir, we have inbound screenshots from the first two weeks of full-time development. Bearing zero nine five, range three hundred. Prepare countermeasures. I added motion blur around the screen edges when the player is at their maximum speed: The phone has returned, but now it's in full 3D glory: Some parts of the levels now build up dynamically when the player reaches them. | |
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www.jakobmaier.at
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| | | | | In this project I wrote a monte-carlo path tracer in C++ with some nice features, including mesh rendering, direct light sampling and various different materials. | |
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blog.selfshadow.com
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| | | [AI summary] This text discusses advanced techniques for occlusion culling and visibility determination in computer graphics, particularly focusing on GPU and SPU implementations. It outlines methods such as hierarchical z-buffering, HZB (Hierarchical Z-Buffer) sampling, and frustum subdivision for efficient rendering of large environments. The text also touches on challenges like latency, hardware limitations, and future directions for visibility processing, including potential integration with next-generation hardware. | ||