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jamesgregson.blogspot.com | ||
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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... | |
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www.boristhebrave.com
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| | | | | How to create a sharp mesh from a function without even trying In part 1 and part 2 of the series, we looked at the Marching Cubes algorithm, and how it can turn any function into a grid based mesh... | |
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blog.brucemerry.org.za
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| | | | | While this problem wasn't too conceptually difficult, it requires a lot of code (my solution is about 400 lines), and careful implementati... | |
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jamie-wong.com
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| | | [AI summary] The author explains how to render metaballs using WebGL by leveraging the GPU for parallel pixel computation through the OpenGL programmable pipeline. | ||