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drei.docs.pmnd.rs
| | csantosbh.wordpress.com
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| | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable...
| | aerotwist.com
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| | [AI summary] This article introduces shaders in the context of WebGL and Three.js, explaining their role in rendering 3D graphics and providing basic examples of vertex and fragment shaders.
| | varun.ca
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| | Noise is an indispensable tool for creative coding. We use it to generate all kinds of organic effects like clouds, landscapes and contours...
| | jamie-wong.com
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| [AI summary] The author explains how to render metaballs using WebGL by leveraging the GPU for parallel pixel computation through the OpenGL programmable pipeline.