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etodd.io
| | michaldrobot.com

Finally back to Montreal after excellent Digital Dragons 2014 conference. It was tons of fun and very relevant talks. I was asked to deliver a rather 'hardcore' talk for programming track. "Low Level Optimizations for GCN" - "Hacking the Next Generation" focuses on: AMD GCN ISA performance characteristics ALU bottlenecks new ISA subset (vs. previous...
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| | www.reedbeta.com

Pixels and polygons and shaders, oh my!
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| | blog.demofox.org

Real time raytracing is seemingly finally here. We have a real time raytracing API in directX, another API in vulkan, hardware support in nvidia cards, and this is only the beginning of this new phase of graphics. Having hardware and API support for raytracing means we can use that to help with the usual raytraced...
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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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