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matthewearl.github.io
| | wwwtyro.net
2.7 parsecs away

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| | [AI summary] The provided text is a detailed explanation of a fragment shader implementation for path tracing in a WebGL application. It includes code for rendering a caffeine molecule, using ping-pong framebuffers for accumulation, and displaying the final result. The explanation covers the ray-sphere intersection, ray-plane intersection, and the overall structure of the shader program. The text also includes functions for resetting and resizing the canvas, as well as a loop for continuous rendering.
| | blog.johnnovak.net
4.6 parsecs away

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| | Personal blog of John Novak
| | reindernijhoff.net
4.8 parsecs away

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| | Since the introduction of the Nvidia RTX graphics cards last summer, ray tracing is back again. In the last months, my Twitter feed flooded with a continuous stream of RTX On / RTX Off comparisons. After seeing so many nice
| | www.jendrikillner.com
22.9 parsecs away

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| [AI summary] This article covers graphics programming topics including implementing printf in shaders, generating simplex noise, portability of noise calculations across GPUs, and a job posting for an Unreal Developer at Threedy.