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www.willusher.io
| | nelari.us
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| | Books, articles, and blog posts tout the wavefront renderer architecture as a way to improve ray tracing performance on GPUs. How well does it perform in practice on M1, M2, and M3 chips? Should you write a wavefront renderer for your hobby project?
| | puye.blog
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| | Let's provide a concise overview of ray tracing. We won't delve into subjects like Monte Carlo and stratified sampling, PBRT, BRDF, rendering equations, denoising techniques, or intricate SDF concepts. In essence, we'll stick to the fundamentals.
| | alain.xyz
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| | An overview of various ray operations, their similarities, differences, and how to implement each type of ray operation in real time rendering.
| | therealmjp.github.io
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| Previous article in the series: Signal Processing Primer Computer graphics is a field that constantly deals with discrete sampling and reconstruction of signals, although you might not be aware of it yet. This article focuses on the ways in which sampling theory can be applied to some of the common tasks routinely performed in graphics and 3D rendering. Image Scaling The concepts of sampling theory can are most easily applicable to graphics in the form of image scaling.