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therealmjp.github.io | ||
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mynameismjp.wordpress.com
First things first: what am I talking about? I'm talking about something that finds great use for deferred rendering: reconstructing the 3D position of a previously-rendered pixel (either in view-space or world-space) from a single depth value |
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simoncoenen.com
A graphics study of Doom Eternal |
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kosmonautblog.wordpress.com
In this article I will explore ways to make Signed Distance Fields work in my engine. We can use SDFs for efficient and beautiful 3d renderings not possible otherwise. Signed Distance Fields are basically volume textures that are assigned to a mesh or height map etc.. The idea is to sample a number of locations... |
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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 |
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