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blog.maximeheckel.com
| | jamie-wong.com
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| | One of the techniques used in many demo scenes is called ray marching. This algorithm, used in combination with a special kind of function called
| | varun.ca
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| | When building a 3D scene using libraries such as Three.js we generally use meshes. You define a geometry attach some material to it to...
| | kosmonautblog.wordpress.com
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| | The main goal is to expand our technique to work with multiple volume textures, both from multiple instances of the same signed distance field and different meshes altogether. I will also explore sub-surface scattering and AO.
| | 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...