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www.jendrikillner.com
| | blog.demofox.org
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| | I stumbled on something that I found interesting, so wanted to share in case it was useful for other people too. The c++ code that generated this images can be found on github at https://github.com/Atrix256/U8HDRPMA I was implementing Inigo Quilez' "Better Fog" which is REALLY REALLY cool. It looks way better than even the screenshots...
| | michaldrobot.com
3.4 parsecs away

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| | Finally back to Montreal after excellent Digital Dragons 2014 conference. It was tons of fun and very relevant talks. I was asked to deliver a rather 'hardcore' talk for programming track. "Low Level Optimizations for GCN" - "Hacking the Next Generation" focuses on: AMD GCN ISA performance characteristics ALU bottlenecks new ISA subset (vs. previous...
| | anki3d.org
4.0 parsecs away

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| | TL;DR: If using per-primitive in/out in mesh shaders in Vulkan and in HLSL/DXC you need to manually decorate variables and struct members using SPIR-V intrinsics. See how at the bottom. This is goi...
| | webglfundamentals.org
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| What's a shader and what's GLSL