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www.copetti.org
| | staniks.github.io

A deep dive into the asset creation pipeline for Catlantean 3D.
7.1 parsecs

Travel
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| | lwn.net

[AI summary] The article provides an in-depth overview of the modern Linux graphics stack, focusing on the transition from OpenGL to Vulkan. It highlights the complexity and verbosity of Vulkan, the role of the graphics pipeline, and the importance of the scene graph in rendering. The article also discusses the challenges of managing multiple GPUs, the use of macros to simplify Vulkan code, and the benefits of using higher-level APIs like OpenGL for simpler applications.
5.4 parsecs

Travel
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| | blog.selfshadow.com

[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.
6.1 parsecs

Travel
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| | darkcephas.blogspot.com

It has been two decades since the video game Max Payne was release on July 23, 2001. The game itself was some incredible homage to The Ma...
27.6 parsecs

Travel
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