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www.copetti.org
| | scalibq.wordpress.com
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| | Here's just a quick brainfart I had after watching a video on 90s rendering technology, part of which concentrated on how John Carmack moved from Commander Keen to Wolfenstein 3D, DOOM and Quake: https://www.youtube.com/watch?v=gNd0dsTiEwg An interesting point there is that each of these these games uses a very different approach to rendering. And a related...
| | blog.selfshadow.com
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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.
| | staniks.github.io
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| | A deep dive into the asset creation pipeline for Catlantean 3D.
| | thenumb.at
31.2 parsecs away

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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.