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www.reedbeta.com
| | logins.github.io

Still Textures Since the main article about textures was too long, I dediced to split it in two parts. You can check the first part by following this link. This second post about textures will go trough filtering, swizzling, gamma correction and practical texture usage in D3D12. To check a practical usage of textures you can refer to my github repo FirstDX12Renderer by clicking here. Texture Filtering In a texture sampling context, Filtering is the set of operations that we perform on the texels surrounding the sampling point, to determine the output color. As mentioned in the previous sections, filtering is mainly useful when we sample a texture being transformed in size or rotated: in these cases certain filters will prevent aliasing artifacts. There are d...
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| | alain.xyz

Low level Graphics APIs such as DirectX 12, Vulkan, Metal, and WebGPU are converging to a model similar to the way GPUs are currently built. In this article we'll review modern graphics APIs and how they compare with older graphics APIs such as OpenGL in their design and data structures.
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| | machinethink.net

Learn how OpenGL and Metal work by writing your own 3D renderer from scratch
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| | voxely.net

[AI summary] The article discusses the development of a voxel engine with a focus on micro-voxels and advanced data structures for real-time rendering and simulation. It highlights the challenges of traditional SVOs (Octrees) and explores alternative approaches to achieve more dynamic and flexible voxel processing. The author also shares insights on potential applications in gaming, VR, and digital immersion, emphasizing the importance of collaboration and innovation in the field.
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