/explore

Click through on any links that interest you or select the planets on the right to continue exploring the Outer Web.
You are here

acko.net
| | bartwronski.com

Introduction This will be a blog post that is second in an (unanticipated) series on interesting uses of the JAX numpy autodifferentiation library, as well as an extra post in my very old post series on dithering in games and blue noise specifically. Teaser: we will "optimize" a dithering matrix directly in Fourier domain and...
6.3 parsecs

Travel
| |
| | blog.demofox.org

This post explains how to use sliced optimal transport to make blue noise point sets. The plain, well commented C++ code that goes along with this post, which made the point sets and diagrams, is at https://github.com/Atrix256/SOTPointSets. This is an implementation and investigation of "Sliced Optimal Transport Sampling" by Paulin et al (http://www.geometry.caltech.edu/pubs/PBCIW+20.pdf).?They also have...
5.7 parsecs

Travel
| |
| | therealmjp.github.io

For a theoretical understanding of aliasing and anti-aliasing, we can turn to the fields of signal processing[1] and sampling theory[2]. This article will explain some of the basics ofthese two related field in my own words, taking a more theoretical point of view. In the following article the concepts covered here will be used to analyze common aspects of real-time graphics, so that we can describe them in terms of signal processing.
5.5 parsecs

Travel
| |
| | cephalofair.com

Frosthaven (Digital) | Character Spotlight - Boneshaper In this second edition of our new Character Spotlight series, we're shining a spotlight on the "Boneshaper"! Wishlist & Follow Frosthaven on Steam:https://bit.ly/4k0Hi7CWatch onYouTubeLike onFacebookDiscuss onDiscord
35.9 parsecs

Travel
|