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blog.separateconcerns.com | ||
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0fps.net
Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this... |
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cprimozic.net
A summary of the process I used to generate 3D meshes that wrap around the surface of other 3D meshes using path tessellation and geodesic walking |
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hankchizljaw.com
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puiij.com
[AI summary] An academic study analyzes the significant water consumption of AI models like Chat GPT and proposes solutions to mitigate their environmental impact. |
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