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| | bartwronski.com
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| | In this post we will look at one of the staples of real-time computer graphics - bilinear texture filtering. To catch your interest, I will start with focusing on something that is often referred to as "bilinear artifacts", trapezoid/star-shaped artifact of bilinear interpolation - what causes them? I will discuss briefly some common bilinear filtering...
| | patdavid.net
5.5 parsecs away

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| | [AI summary] The author of this post shares their personal list of recommended GIMP plugins and scripts specifically designed for photographers to enhance their image retouching workflow.
| | www.velanstudios.com
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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | nercury.github.io
33.8 parsecs away

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| Articles and tutorials about Rust, Embedded development and Computer Graphics.