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blog.demofox.org
| | 0fps.net
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| | 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
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| | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch
| | www.numerical-tours.com
4.5 parsecs away

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| | [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
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