|
You are here |
users.cg.tuwien.ac.at | ||
| | | | |
advances.realtimerendering.com
|
|
| | | | | [AI summary] The course provides an in-depth exploration of real-time rendering techniques used in modern video games, highlighting practical applications and innovations from the game development community and cutting-edge research. It features presentations from industry leaders and researchers, covering topics such as motion blur, global illumination, subsurface scattering, and dynamic sand simulation, with a focus on performance, visual fidelity, and production-ready solutions. | |
| | | | |
momentsingraphics.de
|
|
| | | | | ||
| | | | |
blog.demofox.org
|
|
| | | | | This is a super short post about something I want to be able to reference again in the future (: Let's say that you need to average N things, where you don't know what the final N will be, but you want to keep an average as you go. For instance, let's say you are... | |
| | | | |
blog.fastforwardlabs.com
|
|
| | | This article is available as a notebook on Github. Please refer to that notebook for a more detailed discussion and code fixes and updates. Despite all the recent excitement around deep learning, neural networks have a reputation among non-specialists as complicated to build and difficult to interpret. And while interpretability remains an issue, there are now high-level neural network libraries that enable developers to quickly build neural network models without worrying about the numerical details of floating point operations and linear algebra. | ||