/explore
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thatsmaths.com | ||
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benjaminstudebaker.com
I've written the third in a series of six posts that will be coming out with the Streit Council, on the problem of economic integration without political union. There's no paywall. You can read it here: https://www.streitcouncil.org/post/why-federalism-the-unit-question |
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divisbyzero.com
I found this fantastic quote by the artist Chuck Close. It was his advice for young artists. However, I think that if you replace artist by researcher,* the same advice applies. I would certainly pass this advice along to young mathematicians: just start working, the ideas will come. Conversely, if you don't put in the... |
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breakfastintheruins.com
Miles is back to discuss another of Moorcock's 1960s SF titles, arguably the most influential of the lot when considering the origins of the Multiverse. This may require some thoughtful, in-depth analysis. Instead, we talk about caffeine, giro spending habits of the 1990s and racist space dogs for close to two hours. JOIN US! Listen... |
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logins.github.io
Still Textures Since the main article about textures was too long, I dediced to split it in two parts. You can check the first part by following this link. This second post about textures will go trough filtering, swizzling, gamma correction and practical texture usage in D3D12. To check a practical usage of textures you can refer to my github repo FirstDX12Renderer by clicking here. Texture Filtering In a texture sampling context, Filtering is the set of operations that we perform on the texels surrounding the sampling point, to determine the output color. As mentioned in the previous sections, filtering is mainly useful when we sample a texture being transformed in size or rotated: in these cases certain filters will prevent aliasing artifacts. There are d... |
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