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c0de517e.com
| | c0de517e.blogspot.com
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| | Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas.
| | procworld.blogspot.com
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| | Voxels are just a way to store 3D data. Somehow they need to be visualized.At this point you have two avenues: use volumetric rendering, or...
| | thenumb.at
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| | [AI summary] This technical post explains how neural networks are used as primitives to represent complex computer graphics data like images, geometry, and light fields through various activation functions and input encodings.
| | blog.selfshadow.com
23.8 parsecs away

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| [AI summary] This text discusses advanced techniques for occlusion culling and visibility determination in computer graphics, particularly focusing on GPU and SPU implementations. It outlines methods such as hierarchical z-buffering, HZB (Hierarchical Z-Buffer) sampling, and frustum subdivision for efficient rendering of large environments. The text also touches on challenges like latency, hardware limitations, and future directions for visibility processing, including potential integration with next-generation hardware.