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bartwronski.com
| | www.velanstudios.com
11.4 parsecs away

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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | simoncoenen.com
11.5 parsecs away

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| | A graphics study of Doom Eternal
| | leifnode.com
10.1 parsecs away

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| | I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global
| | pixelalchemy.dev
27.7 parsecs away

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| A look into what makes those pixels so gosh darn wiggly!