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floooh.github.io
| | blog.mecheye.net
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| | [AI summary] The article explores the complexities of modern graphics rendering, focusing on topics like render pass management, buffer allocation, and the evolution of graphics APIs. It emphasizes the importance of understanding how state is managed, the role of buffer renaming, and the transition from older APIs like OpenGL to modern ones such as Vulkan and Direct3D 12. The author also discusses the challenges of working with legacy systems and the benefits of using Direct State Access (DSA) in OpenGL to reduce errors and improve efficiency.
| | mozillagfx.wordpress.com
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| | WebGPU progress update in Gecko: API tracing, Rust serialization, API coverage, validation, and the Shading language.
| | toji.dev
4.7 parsecs away

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| | Brandon Jones - Graphics and XR on the web
| | puye.blog
30.4 parsecs away

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| Let's provide a concise overview of ray tracing. We won't delve into subjects like Monte Carlo and stratified sampling, PBRT, BRDF, rendering equations, denoising techniques, or intricate SDF concepts. In essence, we'll stick to the fundamentals.