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| | 0fps.net
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| | 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...
| | jamesgregson.blogspot.com
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| | Dual Contouring is a method for meshing implicit surfaces, or surfaces which are defined as the level-set of scalar function. Conceptually...
| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | gpil.jura.uni-bonn.de
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| Published: 22 January 2024 Author: Joshua Wirtz As the new year commences, we reflect on the past one. Continuing our tradition of sharing the past ...