|
You are here |
blog.demofox.org | ||
| | | | |
0fps.net
|
|
| | | | | 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... | |
| | | | |
machinethink.net
|
|
| | | | | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch | |
| | | | |
www.numerical-tours.com
|
|
| | | | | [AI summary] The article presents Numerical Tour 2: Sliced Optimal Transport, detailing algorithms and Matlab code for approximating optimal transport distances using the sliced Wasserstein distance to match image distributions. | |
| | | | |
blog.selfshadow.com
|
|
| | | |||