|
You are here |
www.reedbeta.com | ||
| | | | |
machinethink.net
|
|
| | | | | Learn how OpenGL and Metal work by writing your own 3D renderer from scratch | |
| | | | |
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... | |
| | | | |
blog.demofox.org
|
|
| | | | | Real time raytracing is seemingly finally here. We have a real time raytracing API in directX, another API in vulkan, hardware support in nvidia cards, and this is only the beginning of this new phase of graphics. Having hardware and API support for raytracing means we can use that to help with the usual raytraced... | |
| | | | |
everttimberg.io
|
|
| | | Evert Timberg, Software developer and architect in Toronto | ||