|
You are here |
campedersen.com | ||
| | | | |
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... | |
| | | | |
www.reedbeta.com
|
|
| | | | | Pixels and polygons and shaders, oh my! | |
| | | | |
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... | |
| | | | |
leifnode.com
|
|
| | | I've been looking at a lot of resources on current rendering algorithms to get nice looking real-time graphics and thought that it's time that I actually go and | ||