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www.jendrikillner.com
| | 0fps.net
4.6 parsecs away

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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...
| | www.igalia.com
5.3 parsecs away

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| | Igalia is an open source consultancy specialised in the development of innovative projects and solutions. Our engineers have expertise in a wide range of technological areas, including browsers and client-side web technologies, graphics pipeline, compilers and virtual machines. We have the most WPE, WebKit, Chromium/Blink and Firefox expertise found in the consulting business, including many reviewers and committers. Igalia designs, develops, customises and optimises GNU/Linux-based solutions for companies across the globe. Our work and contributions are present in many projects such as GStreamer, Mesa 3D, WebKit, Chromium, etc.
| | 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...
| | simoncoenen.com
31.6 parsecs away

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| A graphics study of Doom Eternal