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jamesgregson.blogspot.com
| | blog.42yeah.is

[AI summary] A detailed explanation of Marching Squares and Marching Cubes algorithms for generating contours and 3D meshes from implicit functions.
7.8 parsecs

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| | www.boristhebrave.com

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...
2.2 parsecs

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| | 0fps.net

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...
8.5 parsecs

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| | simoncoenen.com

A graphics study of Doom Eternal
26.6 parsecs

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